World of Final Fantasy Guide
World of Final Fantasy Guide
World of Final Fantasy Guide
FAQ/Walkthrough by chris-williams
Version: 1.0 | Updated: 12/11/16 | Search Guide | Bookmark Guide
Table of Contents
1. Introduction
1. General Strategies
2. Prologue - Awake At Last
3. Chapter 1 - Land of the Lilikin
1. Wellspring Woods
4. Chapter 2 - Foretold by Prophecy
1. Cornelia
5. Chapter 3 - Old Acquaintances
1. Cornelia Region
2. Nether Nebula
6. Chapter 4 - A Legendary Warrior
1. The Watchplains
7. Chapter 5 - The Champion Who Saved Grymoire
1. Pyreglow Forest
2. Forest Clearing
8. Chapter 6 - Solace from the Ice
1. Icicle Ridge
9. Chapter 7 - The Thane and the Knave
10. Chapter 8 - Buccaneer Blues
1. Saronia Docks
11. Chapter 9 - The Low Seas
1. The Low Seas
12. Chapter 10 - Too Warm a Welcome
1. The Dragon Scars
2. Babil Region
13. Chapter 11 - Crimson and Azure
1. Valley Seven
14. Chapter 12 - Ribble Jiggle Panic
1. The Windswept Mire
15. Chapter 13 - Castle in the Desert
1. The Phantom Sands
16. Chapter 14 - Lost Powers
1. Underground Prison
17. Chapter 15 - The Mako Reactor and the Black Mages
1. Underground Prison (Part 2)
2. Mako Reactor 0
18. Chapter 16 - Clash on Big Bridge
1. Phantom Sands (Part 2)
2. Big Bridge
19. Chapter 17 - Naught but Nightmares
1. Tometown of the Ancients
2. The Train Graveyard
20. Chapter 18 - The Fell Spell and the Quacho Queen
1. Besaid
2. The Sunken Temple
21. Chapter 19 - The Other Nine Wood Hills
1. The Crystal Tower
22. Chapter 20 The Crimson Prophecy's End
1. The Ultima Gate
2. Balamb Garden
23. Chapter 21 - Chaos in Grymoire
1. The Airship
2. The Five Cogna Lords
3. Agarthir
4. The Chainroad
5. Castle Exnine
24. Postscript - Turn Those Corners Up
1. The Pleiad
2. Vestiges of Life
3. Final Cleanup
4. Operation Salvation
25. Post-Game
1. Castle Exnine Secret Ordeal
2. Ex Dungeons
3. Ex Dungeon A
4. Ex Dungeon B
5. Ex Dungeon C
6. Ex Dungeon D
26. References
1. Champion Medals
2. Intervention Quests
3. Townspeople Quests
4. Colosseum
5. Mirages
6. Imprisming
7. Abilities
8. Mirajewels
9. Ability Seeds
10. Who's Who Checklist
27. Copyright and Acknowledgements
Introduction
World of Final Fantasy is a turn-based, mostly lighthearted JRPG that combines accessible gameplay for younger
newcomers along with a lot of fan service and optional challenges for the hardcore. I'm guessing that one day,
someone at Square Enix HQ said "Wouldn't it be cool if you could wear a Tonberry on your head?". And then
someone agreed "Yeah, and the Chocochick from Final Fantasy XIII on top of that". Because that basically sums
up the core mechanic: you capture monsters, stack them on top of yourself, combining each one's strengths and
weaknesses, and then fight other monsters using a proper ATB gauge.
There's a story, but it's kinda lightweight. It's not the worst "amnesiac teenager" story that I've ever played
through, but it's still a story where the principal characters are teenagers with amnesia. I'm not sure whether it's
down to the original Japanese or the localization, but the writing and especially the humour leaves a certain
amount to be desired. The writing may be indierent, but the gameplay (bar some some dreadful mini-games) is
delightful. Equally delightful are the art and sound design. Who'd have thought that baby Behemoths could be so
cute?
The game is divided into multiple chapters and so is this walkthrough. In each one I'll tell you where to go and what
to do without revealing spoilers. You'll also find encounter tables giving you the stats of every enemy in the area. In
case it's not obvious, you have the enemy name followed by its HP. Next come its elemental strengths and
weaknesses: fire, ice, thunder, wind, water, earth, light and dark. The next eight columns are the ailment
resistances / vulnerabilities: poison, confusion, sleep, blindness, oblivion, berserk, slow and instant death. The final
column is what you have to do to capture that creature (in game, this is called "imprisming"). After the
walkthroughs for the main game are walkthroughs for the game's side quests (called "Intervention Quests" in-
game). After this come the enemy details and general strategies for the Colosseum bouts where you can try your
chances against a variety of tough enemies. Finally, there's a lengthy reference section with statistics for every
monster (or mirage) that you can capture, imprism metthods, mirage abilities and item locations.
General Strategies
The game teaches you the basics, so I won't do that here. If you've played a Final Fantasy game before, you'll be
right at home anyway. Generally, magical attacks are more powerful than physical ones, so you should try and
cover as many elemental vulnerabilities as possible. Thunder is the best element to specialise in, since many
enemies are vulnerable and comparatively few are resistant. Many enemies are vulnerable to fire and water but
many are also resistant. Very few enemies are resistant to light magic. Ice and wind are not so useful while
specialising in earth magic is a bad idea since few enemies are vulnerable but many are resistant.
Besides targeting enemy elemental weaknesses, you also need to have the capability of toppling enemy stacks.
Enemies stacked three deep tend to be very dangerous, and you cannot imprism enemies that are part of a stack.
Basic attacks will do this eventually, but attacks with specific stack-toppling capabilities will do it quicker. You
don't need to make your stack busting mirages your regular ones since you can carry six "spares" with you.
Except in certain circumstances, I don't bother to target enemy ailment vulnerabilities since the best enemy status
is "dead". If I need to inflict an ailment to imprism a mirage, I'll use an item. Being aected by ailment statuses
yourself ranges from mildly annoying (blindness) to extremely dangerous (confusion). Cure the latter ASAP.
When choosing mirages, favour magic and strength in that order. Defence isn't so important, since you should try
to outdamage your enemies rather than outlast them. There isn't really such a thing as a "tank" role in this game.
You'll just end up with a rather crummy stack that struggles to kill enemies. Agility is very important since it
determines how frequently your turn comes round. You want at least one agile mirage in each stack.
Don't use abilities that duplicate the eects of common items. For example, why waste your AP casting Balance
(or worse, Balancega) when you can simply toss a Wobblestopper? Or Raise when you find more Phoenix Downs
than you can use? The exception is healing, since you'll soon outgrow the common potion types.
Be careful about compounding weaknesses. For example, you might like the idea of a stack consisting of Shiva,
Reynn and Bablizz. While your magic stat would be through the roof, enemies' fire attacks and dark attacks would
be lethal. Better to pair Bablizz with, say, an Ahriman.
I say which mirages I think are good and which ones I think are crummy, but feel free to ignore me. If you want to
pair a Goblin with a Moogle, more power to you! The game isn't so dicult that it's unbeatable if you make bad
strategic decisions. But you can make it easier by using the better mirages. In case you're interested what mirages
I used for this walkthrough, I had Reynn paired with a Zaphr and a Baby Paleberry. This gave me powerful thunder
magic coupled with light magic and the very useful Strategic AP Hike passive. Lann was paired with an Arite and
a White Nakk. This gave extremely high strength and magic coupled with powerful casting from the Arite and
stack busting attacks from both mirages. Both stacks had access to the useful "take out the trash" attacks - Blaze,
Ice Storm and Thunderbolt. Although Arite and the Paleberry are quite slow, Zaphr and the White Nakk are very
agile. My backup mirages were a Mimic (Armor Piercer and Death), a Black Chocochick (Flee and Subdue), a
Floating Eye (Flutter), a Holy Dragon (Smash) and a Behemonster (for killing stu). I added water and air attacks to
the spare slots of Afrite and Zaphr respectively. I also liked the other dragons, Undead Princess and Magitek Armor
/ Death Machine but wasn't quite able to fit them into my party.
Tama is your very first mirage. She's OK to be starting with but probably not one for long-term investment,
particularly as you won't be able to evolve her into a more powerful form until the end of the game. After another
cutscene, you'll head through the portal to Grymoire and the game proper will begin.
Wellspring Woods
This is your starting "dungeon" and serves as a tutorial for the game's systems. Head up the path where a
Chocochick is wandering back and forth and fight it. Your aim in this battle is to imprism it which you achieve by
whacking it once then using the "Imprism" command when your turn comes around. When you're done, you'll be
able to modify your stacks. Place the Chocochick on top of Reyyn. This isn't a great mirage but you'll soon be able
to transfigure it into a better form so you may as well keep it for the time being. Head further up the path to find
some kind of box thing blocking your path. This is a "Gimme Golem" . Examine the Golem to learn that it a requires
a lusterleaf for you to be able to proceed. You are now able to modify your mirages' mirage boards. Unlock the
"Stroll" ability for the Chocochick. You can unlock "Ram" if you like or hold out for "Cure". You can also unlock
nodes on Tama's board since you have 4 SP to spend on her at this point. The Chocochick will now walk beside
you. Examine the bush slightly below you and the Chocochick will reveal the LUSTERLEAF that you need. You'll
find similar Treasure Troves in every dungeon that you explore and they'll generally give you a low value,
moderately useful item. Now you can get past the Gimme Golem. You'll find these in the dungeons that you
explore as well.
Continue up the path. To your left, you'll see a chest (1/2) containing 3 POTIONS. There are two trophies for
unlocking chests: TREASURE HUNTER (for opening 100) and TREASURE LIBERATOR (for opening all chests). The
game doesn't tell how many you've unlocked and how many you haven't, so the latter trophy is one of the harder
and more annoying to acquire. This walkthrough will give you the location of every chest required for the trophy. Be
aware of a nasty little gotcha, however. If you do not have room in your inventory for the contents of the chest, it
will not count as unlocked and you will not be credited. Therefore, if you have more than 90 of some item, sell a
bunch to get the number down. Head right and you'll see a clearing with another chest (2/2) containing a PHOENIX
DOWN.
Head up the remaining path to see a black. smoky cube floating in the air. This is a MURKRIFT and you'll find one
or more in most dungeons. There are trophies, SWEET REVENGE and ALL IN A DAY'S MURK, awarded for
clearing them. This first Murkrift is a tutorial - you're supposed to get your backsides kicked so don't waste time
attacking. Come back when you're around level 20 or so and you'll be able to manage this fight quite easily. After
the Behemoth kills both of you, you'll wake up back in the Sylver Park area of Nine Wood Hills. This will happen
any time you fall in battle except in certain boss fights. You'll also meet a new character: head to North Promenade
to be introduced to Chocolatte who serves as an incredibly irritating merchant. You can't really aord very much at
this point so go back to Plaza 99 to be introduced to Serafie, a pixie who helps you manage your mirages. You can
only carry ten mirages at once so excess mirages need to be stored in the Prism Case. You can access this at save
points and at portals. You can also access it in the field by using a very expensive (3000 gil) item called a
Seraphone. You are given one at this point. You can use the case to swap mirages. You can also use it to
transfigure them when you have unlocked additional forms. Serafie also gives you a Sylph prismarium, granting
you the Sylph mirage. She's another mirage not really worth investing in because you won't unlock her promotion
until the endgame. That said, she does have a useful ability called Tickle, which can be used to topple enemy
stacks. Have a chat with Serafie, examine your Prism Case and then talk to her again to ask what she has on her
head. This gave me an ETHER. Be sure to talk to Serafie whenever you're in town. She can give you a variety of
items, including a useful one called a Mover that will grant all of your active mirages 1 SP. Return to Sylver Park
and head back through the portal to Wellspring Woods.
You will now be subject to random encounters. The Mu is an OK mirage, although it's another one that you won't
be able to fully develop until late game. I'd suggest you swap out Tama. Head past the Murkrift which now allows
you to see what it contains and make your way to the exit. Enjoy the opening credits!
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Chocochick 148 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Use physical attacks
Mu 152 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks
After a brief cutscene, you can explore the town and talk to the townsfolk. There's a chest (1/1) on the roof of a
building containing OCCULT FAN, ISSUE 1. You need to be in Jiant form to access this. Head up to Castle Cornelia
to be introduced to Princess Sarah who tells you about the problems besetting her realm.
When you regain control, head down to main square and talk to the soldier with the "?" icon. This will give you your
first townsperson quest. See Townspeople Quests for more details. Go down the hill where you'll find a portal that
will take you back to Nine Wood Hills. Right at the bottom of the steps is a save point. The intriguing area with the
Chocobos is inaccessible, so don't bother trying! Head right and talk to the townsperson who will give you an
ANTIDOTE. Head underneath the viaduct to exit to the Cornelia Region.
Walk to the fork in the path. The left path leads nowhere (for now) so head right. You'll come across a chest (1/1)
containing 3 POTIONS. now go across the rocks to the cave mouth which takes you to the next dungeon.
Nether Nebula
This is your first dungeon proper. There is a two-way portal near the entrance. Head up the path to a chest (1/9)
containing a LIBRA MIRAJEWEL. Mirajewels can be equipped by Lann and Reynn to give them additional abilities
or an improvement to their stats. You will unlock more slots by leveling up. There are also mirajewel slots that can
be unlocked with items, but since you won't be able to get these until after you've beaten the game, I wouldn't
worry about these for the moment.
Climb the ramps, go left, down and up more ramps and then up to an area transition into Cavern 2. Go up the
ramp. You'll see a chest that you can't access for the moment so go to the next set of ramps. At the midway point
is a chest (2/9) containing a SLEEKSTONE. Continue up the ramp to find a Gimme Golem blocking the way. It
wants the sleekstone that you just picked up. Now head down the ramp. Don't go down the first ledge that you get
to. Instead, continue along to a chest (3/9) containing 3 POTIONS. now select the "Descend" option at the nearby
ledge to take you to the chest (4/9) that you couldn't access earlier. It contains a POTION. Now head up the ramp
that leads to the exit to Cavern 3.
Here you'll find your first Puzzle Switch. These require you to stack a number of mirages on top of the them to fulfill
a weight and elemental resistance requirement. This one requires weight 5 and earth resistance 50. A Copper
Gnome suces for this and opens a bridge to the next platform. Don't go up the ramp. Instead head up to the next
Puzzle Switch. This requires weight 5 and earth resistance of 75, so stick a Mini Golem on top of a Copper Gnome.
Cross the bridge that appears to open two chests (6/9) containing a PHOENIX DOWN and an EARTH HAMMER.
The earth hammer will fulfill the townsperson quest from earlier or you can use it in an upcoming boss fight. Your
choice. Now go back the way you came and go up the ramps to the area exit.
To the right of the entrance to Cavern 4 is a big rock blocking your way. This rock requires the Smash support
ability to bypass which you don't have yet. Instead, go up the ramp to a save point. You'll see a "Threshold" ahead
which Tama will explain the significance of. Basically, these are boss battle areas and it'll be a game over if you die.
Save and head up to the boss area where you'll meet Ramuh, Ifrit and Shiva who claim to know you. You will have
to choose to fight one of them to prove your worth. This battle will also reward you with a mirage that will prove to
be one of the best you can get since it will have four evolutions and the most powerful elemental attacks: Zapt
(thunder), Fritt (fire) and Bablizz (ice). Don't worry too much about which one you choose because you can pick up
the other two mirages a little later when you are able to access the secret area. I would suggest Ramuh for two
reasons:
1. If you wish, you can cheese him with the earth hammer that you picked up
2. In my opinion, Zapt > Fritt > Bablizz. There seem to be more enemies vulnerable to thunder magic than to
ice.
I defeated Ramuh with the Throw Stone ability (he's weak to earth attacks), using Potions to heal. Whoever you
fight, defeating them will give you 3 ARMA GEMS. You will spend these to unlock stu in a little while. You'll also
get a baby esper mirage which you should fit into the stack of your choice. After the cutscene, an exit portal back
to Nine Wood Hills will open up. Before going back there, head back to cavern 3 and run around until you
encounter a Floating Eye. This will allow both Reynn and Lann to have complete stacks. When you're done, head
back through the portal.
Back in Nine Wood Hills. Head to the Twins' Room. Exiting their room will trigger a cutscene after which you can
fast travel around Nine Wood Hills using the square button. Now use the portal in Sylver Park to return to Cornelia.
When you've reached a suciently high level (15 or so), smash the rock, fly across the gap and enter the Secret
Cavern. Make your way down the winding path to a platform with two paths leading from it going right and left.
Take the right path for a chest (7/9) containing a MEGA-POTION. Return to the platform, head left and follow the
winding path to two chests (9/9) containing 2 MEGA-ETHERS and 2 MEGA-PHOENIXES.
Encounters
Only one of the mirages that you can capture in the first area is worthy of investment. The Floating Eye is one of a
handful of mirages with the Flutter support ability and has an extremely high magic stat. You will want to put 10
levels into the Copper Gnome mirage to unlock the Mythril Giant form. This will unlock the Smash support ability
that will give you access to the secret area of this dungeon which not only contains some mirages that really are
worth investing in, but also serves as an early level-up area since each fight grants 6000 XP or more.
The Watchplains
Note that you can't imprism the goblin-type enemies at this point, so don't try.
Just past the entrance you'll find a semi-hidden chest (1/9) against the rock wall containing 3 EYE DROPS
(enemies in this area can blind you). Have a chat with the nearby guard who will give you some more EYE DROPS.
Start making your way up. On the first level, head left onto the promontory for a chest (2/9) containing GIRL'S
DIARY, ENTRY 1. Go up to the next level to see a goblin menacing a guard. Talk to the goblin to trigger a battle,
then talk to the guard to receive 3 POTIONS. Head across the bridge and make your way around the rock until the
camera turns to reveal a chest (3/9) containing 2 ETHERS. Now head upwards to the area exit.
In front of you is a path through some stockades and to your right are some steps leading up. Go through the
stockades to be thrown into a fight with a trio of goblins then go into the opening that the goblins emerged from to
find a chest (4/9) containing a CURE SEED. You can use seeds on blank slots in mirage boards by accessing them
via the Prism Case. There's nothing more to see here so head back down and up the stairs. After two flights, you'll
find a tepee that is the Treasure Trove for this dungeon. Head up the next flight to where a bunch of Red Caps are
taunting the Brigade Captain for a fight against all four goblin types. When they're defeated climb the steps to the
next platform. Walk around the fenced-o area to find a chest (5/9) containing 3 EYE DROPS. Head up the steps to
the area exit.
Walk through the gate past the guard and turn left through the natural archway to find a chest (6/9) containing 2
PHOENIX DOWN. Return and go up the steps to the next platform where you'll see another goblin confronting a
guard. Fight the goblins and goblin guard and then talk to the guard again to receive an ETHER. Go across the
wooden bridge past the guards holding the goblin prisoners and up more steps to the save point. Walk left a short
way through a gap in the fence to find a chest (7/9) containing 3 POTIONS. Head forward a short way for a
cutscene where the Brigade Commander is transformed into the Warrior of Light. You'll then fight a boss battle
against the Bahamutian Commander accompanied by a Giant Goblin. The Goblin is a tough physical attacker while
the commander is more of an irritation. Just keep your healing up and this battle shouldn't prove too problematic.
Victory will reward you with two more ARMA GEMS.
Don't leave through the exit portal yet. With the commander dead, you can now imprism all the goblin types,
although you probably won't be able capture a Red Captain. You may need to use the Subdue ability to capture a
Red Cap. Head back towards the stairs leading up and you'll be able to see a chest (8/9) containing 2
WOBBLESTOPPERS by a watchtower and a couple of trees. Now head to the area exit near the portal.
Encounters
Goblins are rubbish mirages in all their forms and the Mandragoras here are no better than the ones in the Nether
Nebula. Black Nakks and Babyhemoths, on the other hand are really good and should be incorporated into the
stack of your main physical attacker as soon as you are able to.
Cleaning Up
Fast travel to the North Promenade to be treated to a cutscene that opens up the Colosseum. The Colosseum
allows you to try your mettle against various groups of enemies. The fights tend to be harder than those in the field,
but you start with full HP and AP gauges. Winning fights will grant unique rewards. They will also allow you to
capture mirages that you otherwise can't. At this stage, you can probably manage the first bout, FF Mascots 1 (for
reference, I was level 8).
Return to Nine Wood Hills. If you want to capture a Red Captain, buy a couple of Loco Weeds from Chocolatte.
Return to Cornelia.
Return to Cornelia and get on the train to take you north to your next destination. The train will drop you o at the
entrance to Pyreglow Forest. Ensure that you bring a mirage with the Sizzle ability, either Fritt from the Nether
Nebula or a Black Nakk from the Watchplains. Otherwise, imprism a Cockatrice in this area.
Pyreglow Forest
Head up and left around the large branch. You'll see a chest (1/8) containing 2 REMEMB HERBS on a slight rise.
Continue up and along to the left until you come to a chest (2/8) containing a PHOENIX DOWN and then backtrack
to the area exit.
From the start of Branch 2, head down and left to find a branch blocked by vegetation. Use Sizzle to clear it and
open the chest (3/8) containing a THUNDER SEED. Head back and then upto find a chest (4/8) containing 3 GOLD
HOURGLASSES. Now head left along the main branch until you come to a platform with a Murkrift. Grab the chest
(5/8) containing 2 WOBBLESTOPPERS on the branch, then investigate the Murkrift if you're so inclined. Head left
to the area exit.
In the starting area of Branch 3, ignore the obvious dead end since there isn't a chest or anything else of interest.
Instead head up the main branch to the next. If you investigate the dead end to your right, you'll find a Treasure
Trove by the toadstools (I obtained an Ether). Now head left along the main branch to the next platform. The
branch leading left goes nowhere, so head up and right. At the fork, take a diversion right to find a chest (6/8)
containing a REMEDY. Now go back to the fork and go left to the area exit.
The first platform on Branch 4 that you come to has three paths leading from it. Take the left path to a dead end
with a chest (7/8) containing an HP+ SEED. Return to the platform. The path leading up leads to some heavy
growth that needs to be cleared with Sizzle and then the exit to the secret area. The path right leads to a save point
and the dungeon exit.
Encounters
You can find a Babyhemoth here if you haven't done so already. Reaver Mus require fire attacks to imprism, but
they're vulnerable to fire. You may want to unstack before attacking them. You can use Red Fang or Foxfire to
create an imprism opportunity. Cockatrices are priority enemies because they have an insta-kill ability. Cactrots are
a rare encounter here. They tend to escape at the first opportunity so you'll need the No Escape ability. This is
provided by the Right Claw, which is a pretty decent mirage to pick up for utility purposes and likely to be your first
L-sized mirage. Assuming you manage to capture one, the Cactrot is, unfortunately, not a very good mirage. If
you've not done so already, leveling a Moogle up five levels for a Cure mirajewel is a good investment. Otherwise,
it's a pretty rubbish mirage. The Dualizard is OK with some good evolutions. Unfortunately, you'll probably be
struggling to fit it into your lineup by this point. The Deathskull is decent enough, with a really good evolution, but
requires a status ailment to capture. If you don't have a Lethean Chime in your inventory, the Reaver Mu has an
attack that inflicts Oblivion; unstack before you use it since the blow will likely kill your target otherwise. The Magic
Jar in the secret area is worthy of a place in your permanent roster, since you will soon unlock some alternate
forms that are near essential.
Forest Clearing
Past the portal back to Nine Wood Hills you'll find Yuna in the lake. After a cutscene and a puzzling conversation
about heralds, Yuna and Valefor will attack. This is a moderately challenging boss fight since Yuna will use Protect
and Shell, which you are unable to dispel and Valefor has Energy Ray which hits both of your stacks for a decent
chunk of damage and which will be preceded by Yuna using Focus. Concentrate on breaking the stack and use
Dark attacks against Valefor (or ice attacks if you have them). Defeating Yuna rewards you with 2 ARMA GEMS and
a VALEFOR MEMENTO. Another cutscene follows with lots of tantalizing information.
Exit the Forest Clearing for another cutscene. Open a chest (1/1) containing the TELEPORT STONE. This useful
item allows you to fast travel to the dungeon entrance. Before proceeding, you may want to clear up a couple of
loose ends. A new Townsperson Quest has opened up in Cornelia - talk to a guy by the save point who wants you
to kill some goblins. There's also a new Colosseum bout if you fancy grabbing a Valefor. Finally, Chocolatte has
also started selling some low-damage elemental items. Grab a couple of each type to assist with imprisming. While
you're there, grab a couple of Flash Bombs too. When you're ready to proceed, head for the Forest Clearing exit.
Talk to the person standing near the exit for a PICK-ME-UP and then head on through to the Ice Region.
There's nothing more to see in the inn so exit and head up to Icicle Ridge.
Icicle Ridge
You'll want mirages with the Sizzle and Smash abilities. Note that you won't be able to imprism the White Nakk
enemies for the time being. From the entrance, head right past the portal to a block that needs to be melted with
Sizzle. If you look at the map, there appears to an area to the north. You cannot access this until much later so
don't worry about it for now. Continue right through another Sizzle block to the end with a chest (1/8) containing 2
PHOENIX DOWN. Return to the central platform and take the winding path down. Here you'll find the first of the ice
puzzles. When you choose a direction, you'll travel in that direction until you hit an obstacle. Your task is to get to
where you actually want to go. There are two exits from this platform and an ice block enclosing a chest. Go right,
down, left, up and right to get to the ice block which reveals a chest (2/8) containing 3 POTIONS. Go left, down,
left, down right and down to reach the southern exit. Go down the slope to a platform with a chest (3/8) containing
a BLIZZARD SEED. Return to the puzzle platform and go up, right, down, right, up and right to get to the platform
exit. Follow the path round to the area exit.
When you arrive on Slip 2, you'll be thrown into battle with two White Nakks who run o when defeated. Follow the
path down the slope to a Sizzle block behind which is a platform with a chest (4/8) containing 3
WOBBLESTOPPERS. Backtrack slightly and take the sloping path up and around to a second puzzle platform. Go
up, right, up, right and down to the right-hand exit from this platform. From here, go down and left to the block of
ice with a chest (5/8) containing a DEFENSE+ MIRAJEWEL. Go right and up back to the exit and take the path. On
your way round, grab the SQUISHSPARKLY from the chest (6/8). You'll then be thrown into a fight with three White
Nakks. At the end of the path, give the Squishsparkly to the Gimme Golem. You are back on the puzzle platform.
Go down, left, down, right and down to the other path and then follow it to the area exit.
When you arrive at Slip 3, you'll have a glimpse of Grandfenrir, the leader of the White Nakks. There's also a
Treasure Trove on this platform (I found a potion; whoopee!). Take the sloping path up to the next puzzle platform.
This is little complicated. Go left, up, left, up, right, up, left, up, right, up, right, down, left, down, left, down and left
to a path leading up. Smash the block in your way and follow it to the top. The puzzle switch requires weight of 11
and earth resistance of 100. I used a Mythril Giant, Babyhemoth and Black Chocochick. This will cause the upper
platform to fall onto the lower, making the puzzle platform easy to negotiate. Open the chest (7/8) containing an
ELIXIR. The top left exit leads up to the Secret Slip. The enemies there are rather tough and you will need to grind
the Baby Paleberry up to at least level 13 to be able to imprism one, so I'd leave it for now. Instead, take the other
path leading to the area exit.
Slip 4 has a save point followed by a boss platform. The battle is against Grandfenrir and four White Nakks. Wipe
out the Nakks (with, say, an aect-all spell) and then use any fire-based attacks you have against Grandfenrir.
When Grandfenrir is low on health, he will summon four more White Nakks. Vistory in this battle will reward you
with 2 ARMA GEMS and a FENRIR MEMENTO. With Grandfenrir out of the way, the Nakks will be encountered as
random enemies and can be imprismed.
Return to the boss platform and go down the path to the right. This will bring you to the Murkrift if you fancy having
a go. Return to the previous platform and take the path down and to the right to find a chest (8/8) containing 3
ETHERS. Backtrack again and take the long, winding path to the exit. You're now on the other side of the Ice
Region. Simply walk forwards to enter Saronia Harbor.
Encounters
The Baby Paleberry is your earliest access to the Tonberry family and is one of the better mirages available due to
a combination of elemental attacks and bus and some very powerful special attacks. The Holy Dragon is your
entry into the Dragon family and, like all Dragons, is a very good mirage. The Ice Bat is your first access to the
Vampire family and is worthy of consideration. The Quachocho may be necessary for its Chill support ability but is
otherwise no more than OK. White Nakks are even better than their black counterparts because of their greater
growth potential (at least at this stage of the game). If you have a Black Nakk with a few levels under its belt,
transfiguring it to the white form costs nothing.
In Saronia Harbor, talk to the two people with the "!" on their heads and head down in to the Shanty Town. Don't
talk to the "!" person yet. Instead, walk left to find a chest (1/2) containing OCCULT FAN, ISSUE 2. Make a note of
the picture on the nearby wall since it's a clue to an upcoming puzzle. Now talk to the citizen for a cutscene. When
you regain control, head up the stairs to see the thane. You'll have another cutscene which will end in a mini boss
battle. He's not too hard - a couple of good whacks and a few -ara spells will bring this fight to a swift close.
Defeating the guard earns you 3 ARMA GEMS.
Saronia Docks
You'll want a mirage with Sizzle and one with Flutter for this area. Examine the cannon at the start to be fired
across to the first platform. Examine the chest (1/20) by the hut which turns out to be a Mimic. Head right, up and
down the stairs to a small island in the water with a chest (2/20) containing a WATER SEED. Head back up the
stairs and then down and right to the next cannon. You'll be launched to a platform with a Puzzle Switch that
requires weight 5 and water resistance 50. Activating the switch raises the water level in the area. Use the cannon
to return to the previous platform and then go up and right all the way to the area exit.
Take the steps down and right to the platform with a hut. Head down the gangplank to the docked ship with a
chest (3/20) containing a STRENGTH+ SEED. Ignore the other ship for the moment and head down the steps to
the platform with a chest (4/20) containing a SWIRLSHELL. The baskets of shells are a Treasure Trove (I found a
Phoenix Down). There's also a bell here. Don't ring it for the moment, just make a note of it. Go back up to the
second docked ship and have yourself fired out of the cannon on its deck.
You'll find yourself on a dock with a Murkrift just to your left. There's a Gimme Golem that wants the SWIRLSHELL
you just picked up and some steps leading down. There's also a bell by a basket of seaweed. If you recall the
picture on the wall of the Shanty Town, this is the bell that you need to ring first, so do so. Go down the steps and
turn right to the rowing boat. Flutter to the next boat for a chest (5/20) containing 2 PHOENIX DOWN. Flutter back.
Ignore the bell by the basket of fish for the moment but have yourself fired out of the cannon that's here. This will
bring you back to the dock with the baskets of shells. Ring the bell here and return to Station 3 by means of the
cannon on the ship.
Back on Station 3. go down the steps and ring the bell by the basket of fish. This summons the ghost ship that is
the secret area for this dungeon. Try to set up your stacks so that you are not vulnerable to berserk and go aboard.
Head to the stern for a mini boss fight against six Kupicaroons. The diculty here is not so much beating them
(although they're moderately tough) but imprisming one since they have a berserk attack that they use freely. You
may want to try imprisming one at the start of the fight - use a War Gong. If both of your stacks end up berserked,
they are liable to be wiped out. Once you're captured one, wipe out the rest with applications of Thunderbolt. If
you're finding the fight too dicult, just concentrate on wiping them out - you can unlock the Kupicaroon mirage
board from the Kupirate one. Winning the fight earns you the KUPICAROON MEMENTO. There are no fewer than
eleven chests (16/20) on board, containing 2 HASTE STONES, 3 ETHERS, 5 PHOENIX DOWN, 5 WATER
SPELLSTONES, 2 HOLY TORCHES, an ELIXIR, a TURBO ETHER, 2 REMEDIES, a PHOENIX PINION, 5 STAR
CURTAINS and a Mimic. Leave the Secret Station and go onto the ship docked next to it for a chest (17/20) that
contains 5 FISH SCALES. Continue right to the area exit.
Station 4 is something of a puzzle area. Your way to the save point is blocked by a Gimme Golem and there are
cannons dotted around the place. Go right to find a treasure chest (18/20) that's a Mimic. Use the rightmost of the
two cannons. This will take you to a Puzzle Switch and Flutter Point. Flutter across the gap to find a chest (19/20)
containing 3 POTIONS. The Puzzle Switch requires weight 5 and water resistance 50. Return via the nearby
cannon. The leftmost of the two cannons is a shortcut to where you need to go next. Open the chest (20/20)
containing a SWIRLSHELL. Now go back via the cannons to the Puzzle Switch and activate it again to lower the
water. Make your way back and head up towards the save point. Once there, head across the gangplank to the
Pirate Ship and make your way up the steps to the stern for a cutscene and a fight against six Kupirates. You can't
imprism them at this point, so just wipe them out with Thunderbolt. After this, you'll be thrown into a fight with the
pirate captain, Faris, and her pet sea monster, Syldra. This is a scripted fight that you're not able to win. After
you've lost, there'll be a cutscene and then you'll be thrown into a boss fight with the Federation Guard from
earlier. When you wear him down to 0 HP, just whack him a few more times to trigger another cutscene.
Encounters
The Ahriman is like the Floating Eye but better. There are three Mimics to be fought in Saronia Docks and you
should endeavour to capture one because they have extremely good utility; if you have invested a few levels in a
Magic Jar, you can transfigure it and make it better.
When you're ready to progress the story, talk to Quistis. You'll have another cutscene which turns into an anime
clip that looks a lot worse than the in-game engne. There are a few of these.
From the start of Scar 2, take the left fork and cross at the Flutter Point. Fight the Red Dragons in your way to get
to the chest (4/16) containing 3 WOBBLESTOPPERS. Return to the fork and take the right hand path. Be on the
lookout for a chest (5/16) containing 4 FRIGICITE in a shallow cave. Walk up the path and you'll come to a set of
descents leading down. Look at your map and you'll see that there are three ways you can go down, using the
path at the bottom to get back up here. From the leftmost Descend Point, go down two levels to for a chest (6/16)
containing 3 ETHERS. Walk right past one Descend Point to a second and go down. Go right for a chest (7/16)
containing 2 REMEDIES. Drop to the bottom and take the path leading to the area exit. On your way, you'll pass a
Flutter Point leading to a chest (8/16) containing a CURE SEED. Make your way to the exit.
The path ahead is blocked by a Gimme Golem, so take the right hand path. To your right is a Flutter Point leading
to a chest (9/16) containing a REMEDY. Continue along the main path. Take the diversion on your left to fight a pair
of Red Dragons. Their nest is a Treasure Trove - I found a Hi-Potion. Continue along the main path to the next
Flutter Point on your right. This leads to a chest (10/16) containing 2 HI-POTIONS. When you return to the main
path, you'll have a choice. Ignore the way blocked by the Red Dragon for now. Instead, take the other path up and
around to find a chest (11/16) containing 4 DRAGON SCALES. Drop back down to the main path and this time, go
the other way, fighting three Red Dragons and make your way to the area exit.
This leads to the secret area for this dungeon. Make your way forward to face the Cerberus. It's got a lot of HP, but
it doesn't hit too hard. I found that I had to create multiple imprism opportunities to capture it. If you're fighting it
conventionally, use light magic. Defeating it gives you the CERBERUS MEMENTO. This will be your first mega
mirage. If you keep it in your lineup, you will be able to summon it in place of your regular stacks. I don't rate the
Cerberus mirage, but it does open up the third mirage board for your White Nakk. Open the chest (12/16) that it
was guarding for a FLUFFIFLOWER. Head back to Scar 3 and make your way to the Gimme Golem that you are
now able to pass.
Past the golem, you'll find a stepped area similar to the one in Scar 2: multiple paths down and a way back up.
This time there are three chest to open. Drop down one level for a chest (13/16) containing 2 WOBBLESTOPPERS.
Go down another level. Do not take the leftmost Descend Point. Instead, take the second one to a platform with a
chest (14/16) containing a FIRE RESISTANCE+ SEED. Drop down and make your way back to the top. Drop down
from the other Descend Point and go down two levels for a chest (15/16) containing a PHOENIX DOWN. Go back
to the top again and this time, make your way down the left hand Descend Points to the area exit.
A short way along the path in Scar 5 is a Flutter Point leading to a chest (16/16) containing a HI-POTION. Now
simply make your way to the save point. If you want to fiddle with your stacks, favour fire resistance. Walk up to
the structure blocking your way to be thrown into a boss battle against the Mega Red Dragon. To be honest, at this
stage it isn't that tough. Ice attacks should see it fall within a few turns. It hits moderately hard and its Flare Star
ability is quite damaging. Nevertheless, you should be able to outdamage it easily. Its defeat gives you 3 ARMA
GEMS. You'll have another cutscene in which you're introduced to Tifa. Make your way to the exit to the Babil
Region.
Babil Region
There are two places you can go to from here. Select the closer of the two, a small town called Agarthir which is
part of the Federation. Speak to the person with the "?" above his head for a Townsperson Quest. We've not seen
one of those for a long while. Be sure to open the chest (1/1) containing GIRL'S DIARY, ENTRY 4. Talk to the other
townspeople if you like.
Leave and make your way to the other town. Talk to the person by the fork in the path for some SMELLING SALTS
then make your way into Nibelheim.
Encounters
The Blood Eye opens up an alternate form for your Floating Eye. Both new Dragon types are really good and if you
captured a Holy Dragon earlier, you'll be able to transfigure it. I personally prefer the Red Dragon anyway.
Valley Seven
You'll need mirages with the Chill and Smash abilities. From the first platform, make your way down the spiral path
and cross the bridge to the next platform. When you get to the second platform. follow the spiral down for a chest
(1/8) containing an AGILITY+ SEED. Cross over to the next platform and take the left path. The Puzzle Switch on
the next platform requires weight 4 and fire resistance 50. Go down the spiral path to the bridge that has just
appeared to the next platform. The Puzzle Switch here requires weight 5 and fire resistance 50. Go down and
around and over the new bridge to find a chest (2/8) containing a JAGGEJAW. Return to the third platform and take
the path right. Make your way down the spiral path past the Gimme Golem and over the bridge to the next
platform. Use Chill on the patch of lava and go up for a chest (3/8) containing 2 HI-ETHERS. Now make your way
down and around to the area exit.
In Cauldron 2, cross over to the first platform to trigger a custscene that sees Rydia running o to the north. You
have no choice but to follow her because the other path is blocked. Take the exit to Cauldron 3.
Head up and up again. Smash the rock blocking your path and cross to the platform to find a Treasure Trove (I
found a Hi-Ether). On this same platform, take the path down and around to a chest (4/8) containing 2 HI-
POTIONS. Return to the previous platform and take the path left to the next one. Chill the lava patch and head up
to the next platform. There's a Murkrift blocking your way. After clearing it, head up to the Puzzle Switch at the top.
This requires weight 12 and fire resistance 150. That's why I said to bring a Red Dragon! Cross the bridge that
you've just created and head up to the Secret Cauldron.
The mini boss fight against the Phoenix is not hard. Water attacks will make the fight go quicker. When you get it
down to around 1000 HP, chuck an X-Potion or an Elixir at it to create an imprism opportunity. You'll get the
PHOENIX MEMENTO for defeating it (which seems a bit useless because the Phoenix doesn't have any variant
forms). There's nothing more to see here, so head back to Cauldron 3, make your way to the entrance platform and
take the path right.
The next platform has four paths leading from it. Take the lower one, Smash the rock in your way and grab the
chest (5/8) containing 4 BOMB FRAGMENTS. The upper and lower right paths have Smash points and the lower
right one leads to a chest (6/8) containing a PHOENIX PINION. Finally, take the right path to the quest marker for a
cutscene and a fight against six bombs. The subsequent cutscene sees you reunited with Rydia.
Make your way all the way back to Cauldron 2. Another cutscene has Rydia's familiar removing the column of
flame that was blocking your way earlier. Cross to the next platform and head down to the next one. Here, follow
the path down and around for a chest (7/8) containing a PHOENIX DOWN. Go back up and take the path right to
the area exit.
Make your way up to the save point and then head right for a chest (8/8) containing a HI-POTION. Now make your
way up to the boss platform for a brief cutscene and a boss battle against King Bomb. He's a bit of a damage
sponge but otherwise not too dicult. He can attack with Firaga which is bad if you're vulnerable to fire. Ensure
that both your stacks are in reasonable health before you kill it. Otherwise its final Explode attack could take you
out with it. Victory rewards you with the KING BOMB MEMENTO and 6 ARMA GEMS. You'll also obtain the KEY
OF FLAMES. Sit through another slightly lame anime cutscene.
Encounters
This dungeon doesn't really give you anything worthwhile that you won't already have. The Phoenix is unique to
this dungeon and is OK. You'll need to capture one for a 100% complete Mirage Manual because you can't
transfigure another mirage into it.
Blood Eye 519 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Blood Eye Stack 987 75 0 0 0 -100 0 -75 100 -50 25 25 -25 0 25 0 0 -
Bomb 548 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Cocadrille 699 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Flammantoise 443 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25 Use fire attacks
King Bomb 9506 200 25 0 0 -75 0 0 0 100 100 0 100 100 100 100 100 Unimprismable
Korrigan 484 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Inflict sleep
Lead Gnome 649 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Lead Gnome Stack 1117 0 -25 -50 25 -25 50 -25 50 25 -50 -25 25 -75 -25 75 25 -
Phoenix 10320 50 0 0 0 -50 0 25 -25 45 70 45 45 70 70 45 100 Restore a lot of HP
Spark Dragon 500 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments
Spark Dragon Stack 943 75 -50 50 -50 -50 25 0 0 50 -25 -50 -25 -25 0 25 25 -
Cross the bridge when you're ready. Head up from your starting point past an ambush point that will cause you to
be thrown into a fight. Continue up to have Ixion create an ice bridge to the next island. Don't cross yet. Instead,
head left around a small circular pool for a chest (1/4) containing 4 CHIMERIC WINGS. Return to the ice bridge,
cross and turn right. Examine the spit to have Ixion create a bridge to small island. Cross for a chest (2/4)
containing an AERO SEED. Head back to the main island and examine the nearby brown patch by the inlet to have
Ixion create a shortcut to the save point. From here, head down past another ambush (to a chest (3/4) containing a
REMEDY. The Puzzle Switch requires weight 14 and water resistance 25. I used a Holy Dragon, Babyhemoth and
Baby Paleberry. This will open up a path to the secret area. If you're going that way, be prepared for an extremely
tough fight. There's no shame in waiting until you're a higher level. If you want the XP boost, ensure you're stocked
up on Lethean Chimes, Dream Powder and Tranquilizers first. For reference, I was level 32 at this point and able to
beat it.
Return to the save point and examine the soil nearby to have Ixion create an ice bridge. The Golden Flan will
appear in a brief cutscene. It is not at all challenging - I took it out with two applications of Thunder so I don't even
know what oensive capabilities it has. Its defeat will earn you 3 ARMA GEMS. Snow and Ixion leave you at this
point. Ensure that you have a mirage with Chill in your squad before continuing.
Leave the Mire via the sandbank. When you reach the shore, don't go through the tunnel just yet. Instead make
your way round the beach until you find a Chill Point where you can create an ice bridge. Cross the bridge for a
chest (4/4) containing 2 REMEDIES. When you're ready, take the exit to the Desert Region.
Encounters
Flans are still not good and the Flan Princess is not much better. The Malboro and Malboro Menace are also poor -
their unique breath attacks are too expensive to be useful. Toads are OK - you may want to level the Lucky Toad
up enough to grab the Resist Confusion Mirajewel regardless of whether you want it in your squad. Like all Mu-
type mirages, Nut Eaters are not bad.
When you're ready to proceed, leave the Caravan and head north. You can't enter the town you can see to your
left. Take the only path available to you to arrive in the Phantom Sands.
Talk to the man just inside the entrance to get a clue (that you don't need now) as to how to progress in the
dungeon. Walk forward a short distance. Semi-hidden behind a rock is a chest (1/7) containing 3 GYSAHL
GREENS. On the lower level, you'll find a chest (2/7) containing 2 EYE DROPS. Staying on the lower level, take the
exit in front of you to arrive at a dead end with a chest (3/7) containing a RAISE SEED. Return and take the ramp
up. Take either exit. There's nothing to see in Toil 2 so simply leave via the left hand exit.
In Toil 3, head doen the ramp to the lower level. Open the chest at the bottom of the ramp (4/7) containing the
LURE MIRAJEWEL. This will allow you to attract more enemies. Head to the sinkhole in front of you and choose to
"Descend". This leads to the secret area for this dungeon. Head to chest in front of you to trigger a custscene and
mini-boss fight against the Sphinx. It's not too hard, although dealing enough damage at once to imprism is
probably not possible at this stage. Open the chest (5/7) for the SPHINX MEMENTO. You will then be teleported
back to the start of Toil 3. If you come back through this dungeon counting chests, you won't see the one in the
Secret Toil again event though you'll be able to fight the Sphinx. Leave Toil 3 via the right hand exit.
Cross over to the left hand path and walk down a short distance to find a statue that serves as a Treasure Trove. I
found a Remedy. Leave through the left-hand exit.
Just past the entrance to Toll 5 is a chest (6/7) containing 2 HI-POTIONS. Head down the ramp to the save point.
Go down to the other exit. This will take you to an otherwise inaccessible part of Toil 4 with a chest (7/7) containing
a PHOENIX PINION.
Return to the save point and go north for a boss battle against 3 Sand Worms. Although they have a fair number of
HP, attacks that target their elemental weaknesses will take them out fairly quickly. You'll earn 3 ARMA GEMS for
defeating them. The fight will be followed by a cutscene in which you'll be introduced to Lightning. Talk to her when
you regain control. This will be followed by another anime cutscene and then a cutscene in which you are captured
by Edgar.
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Bahamutian Soldier 2721 0 0 0 0 0 0 0 0 50 50 50 50 50 50 50 50 Unimprismable
Bombino 893 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
Cactuar 779 -25 -25 0 0 25 25 0 0 75 100 100 100 75 100 25 -25 Inflict slow
Chocobo 796 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 25 -25 Give gysahl greens
Cocadrille 856 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Cocadrille Stack 1728 50 0 0 -50 -50 50 50 -50 50 50 -50 -50 -25 0 -75 50 -
Memecoleous 1037 25 0 0 -25 -50 50 0 0 25 50 -25 0 -50 0 0 0 Inflict poison
Memecoleous Stack 2765 75 0 0 -75 -100 100 50 -50 75 100 -75 -50 -75 0 -75 50 -
Nut Eater 815 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Use magical enhancements
Sand Worm (Boss) 4435 0 -25 25 -25 -50 75 0 0 75 50 50 50 25 75 75 25 Unimprismable
Sand Worm (Regular) 2916 0 -25 25 -25 -50 75 0 0 25 0 0 0 -25 25 25 -25 Land a counterattack
Sandicore 872 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing
Sphinx 7910 25 0 0 0 -50 25 25 -25 95 100 45 70 20 70 70 100 Deal a lot of damage at once
Keep moving while Squall gives you a bunch of exposition. Walk round to the stairs where you'll be attacked by a
single Searcher. You should be able to imprism it after giving it a good wallop. If you kill it, just start this section
again, otherwise things will get complicated. Remember to set up your stacks before proceeding. Head down the
stairs and turn left for a chest (1/17) containing 9 POTIONS. Go right to a barrier that can be opened using Zap (the
Searcher has this ability) to find two chests (3/17) containing 2 HI-POTIONS and 3 ELECTRO MARBLES. Go down
the next set of stairs to see a Searcher patrolling back and forth. You can avoid these encounters but you'll miss
stu and they're not that hard. Past its patrol spot is another Zap barrier behind which is a chest (4/17) with 9
POTIONS. Go left around the gangway past the stairs to a chest (5/17) containing an ELDBOX. Go down the stairs
you just passed. Immediately in front of you is a Zap barrier that leads to the next stairs down. Go right instead and
you'll see another patrolling Searcher together with a large bin that you can hide in should you so desire. Carry on
round. Along the way, you'll find two chests (7/17) containing 2 HI-POTIONS and 2 PHOENIX DOWN. When you
reach the stairs down, you'll encounter another Searcher patrol. Go down the stairs and go through the Zap barrier
in front of you for a chest (8/17) containing 5 PHOENIX DOWN. Go left past the stairs, eliminate the Searcher patrol
and go down the next set of stairs. Immediately past the next staircase down is a chest (9/17) containing an
ELDBOX and a short distance to the left of that is another chest (10/17) containing 3 WOBBLESTOPPERS.
Backtrack and take the staircase down. Just to your right is a Zap barrier and past that is a chest (11/17)
containing a LIGHTNING MARBLE. Continue around past the stairs to find a chest (12/17) containing an ELDBOX.
Backtrack to the stairs and go down. Eliminate the Searcher patrol and then go down again. Here you'll find a
welcome save point. Go right for a boss fight against a Death Machine. It has some nasty attacks and you only
have basic ones. However, you should have enough potions to outlast it. Apologies for the lack of statistics for the
encounter, but I didn't have access to Libra. Defeating it earns you 3 ARMA GEMS.
Encounters
The Searcher and Magitek Armor are both pretty decent mirages.
Mako Reactor 0
Go right from the Underground Prison save point and enter Mako Reactor 0 through the door next to Shelke. You
will need mirages with the Zap and Flutter abilities for this dungeon. There's a portal back to Nine Wood Hills
where there are new Colosseum battles to be fought. I recommend imprisming a Death Machine in the Colosseum
so you can unlock the Faith mirajewel from its mirage board. You can also get the next fetch quest from the
merchant outside the Caravan.
Go the down the right hand set of stairs for two chests (2/9) containing 2 WOBBLESTOPPERS and 2
TRANQUILIZERS. The second is obscured by the locked gate. Go back upstairs, Zap the machines marked "1"
and "2" followed by the central console. This will open up the left hand set of doors, so go downstairs and go
through.
In Sector 2 go down three sets of stairs. Go through the broken fencing onto the pipe. Go down and right for a
chest (3/9) which is a Mimic Jackpot. Backtrack and walk along the pipe to the Flutter Point. Cross for a chest (4/9)
containing 2 LIGHTNING SPELLSTONES. Go back across and down another two sets of stairs. There are three
machines to Zap down here, starting with the one to the upper left. Go back upstairs and Zap the console to open
the area exit.
In Sector 3, simply head across the bridge and leave. In Sector 4, walk past the locked gate and head down two
flights of stairs. Go onto the pipe. There's a Murkrift blocking your way so eliminate it. Open the chest (5/9)
containing a DAZZLEDISK. Return to the platform and head right for a chest (6/9) that throws you into battle with a
Mimic Jackpot. Go downstairs. You have four machines to Zap to light up the console. Start with the one marked
"1" right at the very bottom and work your way up. Zap the console and go back right where a gate has just
opened up. Go up the stairs and open the chest (7/9) containing 2 SHELL STONES. Go onto the pipe and make
your way round to the next path. After this is a save point and a console. Save your game and examine the
console. This will lock the gate behind you but open the door in front. It will also start a fifteen minute count down.
I wouldn't worry about it too much - you have plenty of time which means that I have no idea what happens if the
timer reaches zero. Go though the exit.
You'll find yourself back in the opening sector of the dungeon. Go left along the newly opened path and onto the
pipe for a chest (8/9) containing 2 PHOENIX PINIONS. Go through the exit to sector 2. Head all the way down to
Sector 3, cross the bridge and go back into Sector 4. Take the right hand set of stairs. At the bottom, go left onto
the pipe and open the chest (9/9) containing 2 HI-ETHERS. Do not go through the nearby door but continue going
right. Go up the rightmost set of stairs (past a now-open chest), onto the pipe and then round and onto the path.
The gate to the save point is locked, so go right. Hand the Gimme Golem the Dazzledisk that you picked up earlier
then examine the console. This will cancel the alarm and reopen the path to the save point. It will also open the
path to the secret area.
You will need the Haste ability to imprism one of the secret area enemies, so set up stacks / mirajewels
accordingly. Enter the Secret Sector and go down the stairs to fight the Gigantrot and Gigantuar. The Gigantrot has
a very high regen rate, so haste it and then focus on imprisming it. If your imprism window closes, heal up and try
again. Don't allow your HP to fall below 1000, otherwise the Gigantuar's Thousands of Needles attack will kill you.
The Gigantuar is more manageable - just land critical hits and imprism it. You will earn the GIGANTUAR and
GIGANTROT MEMENTOES along with a huge XP reward for defeating them.
Leave the secret area, make your way back to the door you ignored earlier and go through. You'll be in Section 3
but on the lower level. Take the path to the save point. This section is the unique haunt of a creature called the
Garchimacera which you can find as an extremely rare encounter. If you don't have the patience to wait for it to
show up, you can grow one from an Imp later. When you're ready to proceed, go through the right-hand door. Walk
forwards for a boss fight against Vivi and five Black Mages. The way to bring this fight to a close is to focus on Vivi
and then attempt to imprism him when an opportunity arises. This won't actually imprism him but it will end the
battle. Enjoy the cutscene after which Vivi will hand you the KEY OF EARTH. You'll also meet up with Edgar again.
Turns out that he wasn't a bad guy after all.
When you regain control, you're in Figaro Castle. Head up to the roof and talk to the man there who wants you to
kill Red Captains in the Watchplains. This is the first of a multipart Townsperson Quest. Go back downstairs and
talk to the guard with the "?" over his head. He wants you to kill 10(!) Sand Worms. These are only encountered
near the save point in the Phantom Sands. As it happens, we have some additional unfinished business there. Talk
to Edgar for a little more exposition. Finally, exit the castle to bring this chapter to a close.
Encounters
All members of the Dualizard family are OK and the Bihydra is no exception; its evolution is the powerful Ghidra.
Capturing a Mimic Jackpot will add more options for the Mimic Mirage that should be in your party. The Werebat is
another starting form for the excellent Vampire family so may be worth your while. You'll wait ages for a
Garchmiacera to come along and then it's not very good! Neither are the two secret mirages, although the
Gigantuar is (just) less bad than the Gigantrot, if only because Meedle abilities (random targets and can miss) are
completely useless rather than mostly useless.
Big Bridge
This is your next location. There are a few things to clear up first: there is finally a new Intervention Quest available
and there are new bouts in the Colosseum. You may also be needing to kill a bunch of Red Captains followed by a
trio of Malboros. When you're finally ready to proceed, leave Figaro Castle and take the path that was previously
blocked by a sandstorm up to the foot of the Big Bridge where you'll be introduced to Eiko who activates the
bridge for you. The lift stops only part of the way up leaving you to walk the rest of the way.
Head up since there's nothing to find by going down. When you get to the top of this section, there's nothing to
find going down the other side either so go through the exit to the next section. At the start of the next section
head to the right to the Jump Pad embedded in the ground to be introduced to Bartz who will show you how it
works. Head up the bridge. Go down the left side. Halfway down is a chest (1/8) containing an ELIXIR. At the
bottom is a chest (2/8) containing the STEALTH MIRAJEWEL. When equipped, this allows you to avoid most
encounters.
Head up the left side of Segment 3. As you ascend, Mythril Giants will fire glyphs at you. If one makes contact, you
are thrown into combat with some Mythril Giants. There are Jump Pads on the way that allow you to leap over the
glyphs, but I personally got into a good rhythm of killing the enemies - Thunderbolt works wonders! When you
reach the giant firing the things, you'll have another fight and then it will disappear. You need to destroy all the
Mythril Giants in this area to unlock the dungeon's secret area. There are three chests (5/8) to unlock on the way up
containing a PHOENIX PINION, 4 PROTECT STONES and a MEGA PHOENIX. When you reach the third chest, go
back down to the previous platform and use the Jump Pad to cross to the other side and go up to quicky defeat
the Mythril Giants. There are three more chests (8/8) to unlock on this side containing, from top to bottom, 2
REMEDIES+, 3 EARTH SPELLSTONES and an X-POTION. Now go right to the top and head to the next area.
Segment 4 has a save point and a Mythril Giant blocking your path. Defeat it and the Secret Segement will lower.
Go down and left to the start of this area and run up to the Iron Giant to fight it. It's easy to imprism by casting
Shell, Regen and Protect on it. Even with three protections applied, the imprism chance is on the low side so it
may take you a few goes. You'll earn the IRON GIANT MEMENTO for defeating it. Return to Segment 4 and make
your way onto the large round platform. After a cutscene, you'll find yourself battling Gilgamesh. For a boss battle,
this is ridiculously easy. Just use your best attacks (or simply whack him a few times) and he falls in no time flat.
His defeat will earn you 5 ARMA GEMS. Now make your way via the Jump Pad to the dungeon exit to the Eclipsed
Region.
Encounters
The Baby Tonberry is a valid alternative to the Paleberry line that you've had access to for some time now. I
wouldn't normally advocate raising two mirages of the same family, but Tonberries are so good that this is a valid
option, particularly if you prefer physical attacks. The Brothertaur is the first mirage in the Minotaur family that you
will have encountered. However good they are (which is not very), vulnerability to instant death makes them a non-
option. The Kuza Kit provides an alternative line for your Behemoth. You'll probably need specially weakened
stacks to capture one. Otherwise, your counter attacks will kill them. The Kuza line is OK, but I have a Behemoth in
my line up for a Behemonster. The Left Claw will require a mirage with Subdue to capture since its imprism
opportunity comes when it has just a sliver of health left. It's a lot less useful that its right-handed counterpart. I
personally rate two XL mirages: one of them is the Behemonster, the other isn't the Iron Giant so leave it with
Serafie! The Magic Pot is an extremely rare encounter and will provide an alternate form for your Mimic. I like the
Curaga ability but don't like the extreme vulnerability to dark magic. The Minotaurs only start appearing when you
reach the Postscript and form part of a Townsperson Quest.
After the fight, you'll be taken to the library. When you regain control, head up towards the save point and look put
for a chest (1/1) to your left containing GIRL'S DIARY, ENTRY 6. One of the enemies in the upcoming dungeon
requires Reflect to imprism which is an ability of the Magic Jar, so transfigure your Mimic if you're going for Mirage
Mastery. You'll also need mirages with the Zap and Smash abilities along with a plentiful supply of Poison Fangs.
Talk to Cloud when you're ready to proceed.
In Necropolis 2, head up the ramp, turn right and go up a short distance. Zap the machine here to lift the railcar
that you're standing on. Continue up the ramp to find another Smash Point then Zap the machine labeled "02" to
create a crossing. Before continuing, head all the way right for a chest (5/19) containing 2 REMEDIES. Now go
across the path you just created. When you get to the next platform, there are two ways to go. Go up the long
railcar bridge first which will lead to a chest (6/19) containing 2 PHOENIX PINIONS. Return to the previous platform
and take the girder bridge. When you reach the next platform, go left for a chest (7/19) containing 4 ETHERS. Now
make your way to the area exit.
In Necropolis 3, head up to the first platform. Take the girder bridge up to a second platform with two chests (9/19)
containing 4 HI-POTIONS and 3 EYE DROPS. Return to the previous platform and go right and around to a
machine labeled "01". Zap it to create a new path and go up. The way further up is blocked by a Gimme Golem so
go right along the girders. When you reach the platform go down to the machine labeled "02". Zap it to move the
railcar and head across. On this platform are two chests (11/19) containing a WEARWHEEL and a DARK
RESISTANCE+ SEED. Zap the machine labeled "03" to create a shortcut back. Give the Gimme Golem its
wearwheel and make your way up the girders to the area exit.
Necropolis 4 is the unique haunt of the Demivampire so stick a Magic Jar in one of your stacks for its Reflect
ability. Follow the path formed by girders to a platform. Take the path down for a chest (12/19) containing 2
REMEDIES. Return and take the path up the railcar to a platform. When you go onto the girder leading left, take the
diversion leading down for a chest (13/19) containing 3 PHOENIX DOWN. Now go up the girder to the next
platform and take the railcars further up. When you reach a platform, Zap the machine to create a path to a chest
(14/19) containing 3 PHOENIX PINIONS. Return and Zap the machine again to create a path to the area exit.
At the start of Necropolis 5, Zap the machine marked "01" to lower the carriage you're standing on and create a
path forward. Go down the ramp then right and down for a chest (15/19) containing a MEGA PHOENIX. Go left and
up along the girders and railcars until you come to an open container (you can just see the opening to your left). Go
through and up for a chest (16/19) containing a MEGALIXIR. Return to your previous path and continue until you
come to the save point. From the save point head down and left for a chest (17/19) containing a WEARWHEEL. Go
up the ramp and Zap the machine marked "02". Return to the save point and Zap the machine marked "03". Head
up past the Gimme Golem. Go up the ramp to your immediate right and follow the path around until you come to a
ramp leading down. Descend the ramp and then go left to the neighbouring railcar and up a short distance for a
chest (18/19) containing 2 PHOENIX DOWN. Now go down along two railcars for a chest (19/19) containing a
MAGIC+ SEED. Return all the way back round and down the ramp near the save point. Head right towards the
Puzzle Switch. This requires a weight of 11 and thunder resistance of 100 and removes the railcar blocking your
way to the secret area.
The Secret Necropolis contains 4 Murkrifts and a fifth that appears when you have cleared all four. When you're
finished with the Murkrifts, head back past the Puzzle Switch and take the other path to the large platform. After
the cutscene, Lann and Reynn get separated. Go to the top right of the platform that you're on and cross the
railcars to the area exit.
Necropolis 6 is a straight line to the boss platform. Fortunately, you fight the Vampire Prime with both your stacks.
It's not actually that tough - Faith + Banishra will take care of it in a couple of turns. Defeating it will earn you 6
ARMA GEMS and the VAMPIRE PRIME MEMENTO. Following another cutscene, the Vampire Prime will be
destroyed once and for all and you'll acquire the KEY OF SHADOWS.
Leave though the exit portal then make your way back to the Eclipsed Region. Talk to Cid back in the library who
will direct you to Besaid for the next part of your journey. Exhaust your conversation options with Cid and Celes to
fill in gaps in your knowledge and your Who's Who. Head back to Tometown's main plaza - there are two people
who will give you Townsperson Quests. Leave Tometown to close the chapter.
Encounters
The Skull Eater is the first evolution of the Mu that you captured way back in Wellspring Woods. The Demivampire
is only found in one small section. Like all vampire types, it has some unique and interesting abilities. I still hate
Chrome giants: that Chrome Giant Stack is a common encounter in Necropolis 5 and my advice is to run - they're
just too much eort for too little reward.
Before asking around, there are a whole bunch of Townsperson Quests to fulfil. First o, talk to the person in the
main plaza with the "?" on his head. You should already have the 5 Fish Scales he needs. Otherwise, Chocolatte
sells them. Now go to the portal and stick the following mirages in your party: White Nakk, Water Toad, Mimic
Queen, Malboro, Magitek Armor, Manticore and Mordskull. If you don't have them, you can transfigure them from
mirages that you do have. If you don't have the necessary mirages to transfigure them, then go and get them!
Head up to the Shore and talk to the woman at the end of the Pier. She'll want you to show the mirages to her
rather demanding son. You'll have to stop here because you can't capture the next mirage the little swine wants to
see until the next dungeon. Head back to Port Besaid and restore your party. Now talk to the three people with "!"
on their heads (if you can't find the third, look for a woman with a pot on her head walking back and forth near the
portal). When you regain control, open the chest (2/2) containing a REMEDY+ on top of the building and go inside.
Talk to Shantotto who will kick Reynn's backside in a scripted battle.
After the cutscene, you'll be under the sea in the company of Tidus. After the exposition has been expounded, hold
the stick up to swim down to the depths. If you manage to grab the little glowing balls that float past you, you'll be
rewarded with increasing quantities of random items; I got an Ether, 2 Water Spellstones, 3 Ethers, 4 Hi-Potions
and 5 Shell Stones. Eventually, you'll arrive at your destination, The Sunken Temple.
In Quacheon 2, head through the tunnel and over the bridge. When you reach the large central platform, turn left
and go down a short flight of stairs. As you head left, the camera will switch so that you're traveling down the
screen. When you reach the bottom, climb up the right hand wall to a small platform with a chest (4/14) containing
a CHARMCHIME. Climb on the wall and go further up onto the roof of the structure for a chest (5/14) containing 4
LIGHTNING MARBLES. Get back on the wall and continue left and then down to a platform for a slightly obscured
chest (6/14) containing 2 PHOENIX DOWN. Return to the central platform and continue up two flights of stairs past
the Gimme Golem to the area exit.
In Quacheon 3, go left and up the wall and then to the roof for a chest (7/14) containing 2 PICK-ME-UPS. Return to
ground level and continue up to the next climbing section. Go up to the roof for a chest (8/14) containing 2
LIGHTNING MARBLES. Return to ground level and cross the bridge to the other side. Climb up to the roof for a
chest (9/14) containing another CHARMCHIME. Return to ground level and then go up (the other roof section on
this side doesn't have anything). Ignore the Murkrift for the moment and ignore the shell thing in the left corner.
Head up the stairs past the Gimme Golem to a welcome save point. The enemies in the Murkrift require Reflect to
imprism, so set up one of your stacks with a Magic Jar and go and investigate. When you're done, make your way
up to the area exit.
Walk up a short distance for a cutscene after which you'll be thrown into battle with the Quacho Queen and her
attendants, Miney and Mo. All three use water attacks (Waterga in the case of the Queen) and the Queen has a
nasty attack, Sweet Breath, that can send both your stacks to sleep. All have a fatal weakness to thunder magic.
There is a hidden trophy associated with this (or any future) fight against the Quacho Queen. If Lann personally
strikes the killing blow, you will be awarded the ACCURSED MAN THING trophy. To make this easier, get her HP
low with thunder attacks, switch to Subdue and when she has but a sliver of health, unstack and have Lann wallop
her. Victory will earn you 7 ARMA GEMS and the QUACHO QUEEN MEMENTO. In the following cutscene she will
shed the QUACHO RUBY that you require and run o. Follow her back to Quacheon 3 and watch as she
disappears through that strange shell thing that I told you to ignore earlier.
Follow her down and you'll find yourself in a tunnel leading deeper under the sea. When you reach the bottom, you
will be in an open undersea cavern. The new enemies in this area need to be whacked hard to imprism them so
you may want to stick a mirage with Subdue in one of your stacks to avoid killing them. Halfway along the cavern
is a chest (10/14) containing an ELIXIR. Save your game at the save point. You'll also want some kind of Mega
Mirage in your party. Go through the exit for a boss battle with the Tonberry King and four Tonberry attendants. The
Tonberry King has an extremely dangerous attack, Everybody's Grudge, which can cause a party wipe if you've
done too much damage. Use area thunder attacks to kill the Tonberries (this will fuel the Grudge attack) and then
summon your Mega Mirage. When the King uses Everybody's Grudge, it will hit your Mega Mirage rather than your
regular stacks. I summoned a Behemonster. After the King unleashed Everybody's Grudge, I killed him with the
Behemonster's Revenge Blast. Your reward for victory is 8 ARMA GEMS and the TONBERRY KING MEMENTO.
After the cutscene, you'll also receive the KEY OF TIDES.
Don't go through the exit portal right away. Instead walk left to the end of the cavern for a chest (11/14) containing
2 HOLY TORCHES. The door here is locked and will remain so for a while yet so ignore it. Instead, exit the
dungeon for another cutscene. You'll receive some POXYALE and ANTIPOXY which allows you to return to the
Sunken Temple from Nine Wood Hills. There'll be more exposition and then the path to the Crystal Tower will open
up.
Encounters
All enemies are vulnerable to thunder magic, so set up your stacks accordingly.
You'll find a very dierent version of Nine Wood Hills at the top. Make your way forward for a brief cutscene and a
little further forward still to be thrown into a mini boss fight against Terra in her unique Magitek Armor and her
somewhat imposing familiar, Maduin. Your enemies can hit quite hard, but you can target their elemental
weaknesses to hit a sight harder. I took down Terra with Thundara and Watera attacks and Maduin with Abyss and
physical attacks. You'll receive 9 ARMA GEMS for defeating them.
After the cutscene, you'll find yourself at the foot of the Crystal Tower. Exit back to the Nonary Region and go down
the ramp. You'll find a chest (1/1) containing HERALD REPORT, EXCERPT 1 at the bottom.
At the next landing, you'll see your path blocked by a Kuza Beast. You'll find a few of these fixed encounters
around the Tower and they will drop the items necessary to get to the tower basement. I don't like Kuza Beasts -
they take a lot of eort to kill. Victory will earn you a CLEARCRYST (1/4). You way will now be clear to a chest
(3/10) containing 3 PHOENIX PINIONS. Return to the central staircase and continue climbing. When you can't go
any further, cross the bridge. Immediately to your right is a Treasure Trove (I found a Wind Spellstone). Ignore the
green crystal for the moment. Head up to the Flutter Point and cross to the next platform. Activate the orange
crystal to be warped to another landing on the same level. Cross the bridge for a chest (4/10) containing a
REMEDY+. Return via the orange crystal, go back across the Flutter Point and activate the green crystal to be
warped to a new section of the central staircase. Go up and around to the area exit.
At the next landing is a save point. The blue crystal next to it will take you back to the dungeon entrance (and you
can now return to this point from the dungeon entrance as well). The Puzzle Switch to the right requires a weight of
9 and a wind resistance of 75. This turns two previously inactive crystals green. Activate the green crystal to cross
to the next platform. Use the nearby orange crystal to cross to a neighbouring platform for a chest (5/10)
containing a MEGA PHOENIX. Return and start climbing the narrow spiral staircase. When you get to the next
landing, head up to the Flutter Point and cross. Climb the next narrow spiral staircase. At the top is a chest (6/10)
containing 3 WOBBLESTOPPERS. Cross the bridge and go down and around the central structure and get back
onto the central staircase. Make your way up to the area exit.
When you reach the next landing, cross the bridge for a chest (7/10) containing 3 REMEDIES. Head up and
activate the blue crystal to cross to the next platform. You can use the orange crystal followed by the green crystal
to quickly get to the Kuza Beast in the distance or you can walk. Defeat the Kuza Beasts for another CLEARCRYST
(2/4). Go back down a short way and activate the red crystal to be whisked up to another level. Head up and
Smash the fallen masonry for a chest (8/10) containing an ELIXIR. Cross the bridge, get back on the central
staircase and make your way up to the next landing. Cross the bridge and go up and around the side of the
building to the next bridge. Cross and climb the fallen pillar to get back to the central staircase. Make your way up
to the area exit.
At the next landing, cross the bridge and head down to the Flutter Point for two chests (10/10) containing a
LIGHTNING SPELLSTONE and an ICE SPELLSTONE. Make your way up to the next narrow spiral staircase and
climb. On the next landing is a Puzzle Switch requiring Weight 10 and earth resistance 75. This turns a previously
inactive crystal orange. Activate the orange crystal to be warped to the neighbouring platform. Head up and cross
to the bridge for a fixed battle against Kuza Kits. Defeating them will earn you another CLEARCRYST (3/4).
Continue across to the central staircase and up to the area exit.
Climb the stairs to emerge at the top floor of the tower. The nearby red crystal takes you back down to the ground
floor where you may want to take the opportunity to clear the basement. When you're ready, walk forward for a
cutscene. When you regain control, examine one of the swords set into stones for another cutscene. There are two
crystals in this chamber which take you to new areas of the Crystal Tower (which wasn't obvious to me on my first
playthrough because, let's face it, everywhere here is basically indistinguishable from everywhere else). The green
crystal leads to the Chamber of Wind and Earth while the blue one leads to the Chamber of Fire and Water.
Encounters
The Wind Toad has the annoying "inflict a status that it's resistant to" imprism condition. I found that putting it to
sleep first prevented it from escaping. The Ghidra with its Triple Attack ability is an excellent mirage if you prefer a
physical attack setup. Pair it with a Baby Tonberry for Enhanced Criticals. Unicorns have good support abilities but
lack oensive capabilities; you should encounter a lot more than five of them so completing the Townsperson
Quest that requires you to kill them shouldn't be a problem. Titan is the only mirage that gets the Enhanced Earth
passive. Unfortunately, earth attacks aren't that useful.
In the following cutscenes (including three of those shonky anime ones), the Ultima Gate is opened, villains cackle
evilly and very bad things happen. The League of S come to a timely rescue, more exposition is expounded and
you emerge in the League's ultra-top secret headquarters, Balamb Garden.
Balamb Garden
Approach Quistis for yet more exposition and scene-setting. When you finally regain control, you're on Balamb
Garden's Deck. Talk to the woman with the "?" on her head for a Townsperson Quest. I think you can manage
three Eye Drops! Talk to Quistis and go through the door to the Lobby. Walk to the right of the lift for a chest (1/1)
containing HERALD REPORT, EXCERPT 2. Go down the stairs and talk to the woman with a "?" on her head for
another Townsperson Quest. I'm guessing that you have a few Bomb Fragments going begging too. You can talk
to the other people here, but they don't really have much to say. In case you're wondering: no, you don't get to see
more of Balamb Garden later.
Go through the portal to Nine Wood Hills and go to Plaza 99 for a cutscene with more exposition. Return to
Balamb Garden Deck for - would you believe it - another cutscene.
The Airship
Go to the portal in Sylver Square and select "Airship Interior" from the Towns tab. Walk to the other side of the
room and open the chest (1/1) containing a MEGA PHOENIX. In most Final Fantasy games, acquiring the airship is
the point at which the game becomes really awesome. Not so this game. Not only can you already zip round the
world using the portal in Nine Wood Hills, the airship's just a bit rubbish. The only reason to use the airship is to
clear the final bunch of Murkrifts and get the trophy. Click on the touch pad to bring up the world map, then click
the square button twice to control the airship. Tilt the analog stick left or right to choose your direction, then tilt the
stick forward to move. How very Resident Evil! Use the right stick to ascend and descend. Every time you enter the
airship, you'll start o in the bottom centre of the world map, pointing backwards.
Enter the cathrdral and after the cutscene and exposition, "examine" the central structure to be whisked to your
next destination.
The Chainroad
Since there is nothing to miss in the first section, simply head straight up to the area exit. In the next area, go left
around the first link and then round to the right for a chest (1/5) containing a MEGA-POTION. Turn around and
head up for a brief cutscene that serves as a tutorial for the warp controls in this dungeon. You'll then be thrown
into battle with a single Minotaur Stack. After this battle, activate the Touch Pad in front of you to progress (the
other takes you back the way you came). At the next link, go around the right. If you follow the link all the way
round, you'll arrive at a Touch Pad which throws you into an ambush. Instead, go up and activate the Touch Pad at
the end.
You're now on the outside of the chain. There's nothing to see here, so just make your way up to the next Touch
Pad and activate it. Back inside, go up the left side of the first link and activate the Touch Pad. This will take you to
the opposite side of the link, but on the other side of the barrier. Go all the way round to the left side of the link for
a chest (2/5) containing a MEGA PHOENIX. Go up and around the second link. At the third link, go round to the
right (the Touch Pad on the left is another ambush) and activate the Touch Pad to get to the other side of the
barrier. Go up and activate the Touch Pad at the end.
You're back outside. Don't go up yet. Instead, head down the chain until you come to a Touch Pad. Activate it to
enter the Secret Ascent. Head down to the bottom and activate the Touch Pad to be ambushed by the Paleberry
King. If you have a Baby Paleberry prism, you can simply imprism him. Otherwise, use your strongest fire and dark
attacks. Victory earns you a whopping 1100250 XP and the PALEBERRY KING MEMENTO (which is definitely not
needed to evolve this form).
Head back outside. Now go up past one Touch Pad and activate the second one that you come to. You are now in
the final ascent. Head up and activate the Touch Pad. You will emerge by a chest (3/5) containing a MEGA-ETHER.
Go up to the next Touch Pad and activate it to get across to the other side of the boundary. Go up to the first link,
go up the right side and around for a chest (4/5) containing a REMEDY+. At the next link go up the left side and
activate the Touch Pad. Go down a short distance from where you emerge for a chest (5/5) containing an ELIXIR.
Head back up and activate the left Touch Pad to get back across the barrier. Head up and activate the Touch Pad
at the end to exit the dungeon.
You are now in a location called "The Ends of Grymoire". Go up all the way to the end. You will find a portal back to
Nine Wood Hills and a Touch Pad that will take you to the final dungeon.
Encounters
There's nothing really new here. Like the rest of the family, the Trihyde is pretty decent. Because you only
encounter them stacked and because of their imprism requirement, they're a real pain to capture. I found that Shell
followed by an elemental attack that it was vulnerable to did the trick.
Castle Exnine
This dungeon is a tangled mess of cubic structures connected by pipes. There is no map and it's very easy to get
turned around. The entrance area has a save point and a Touch Pad to take you back to the Ends of Grymoire. As
you progress through this dungeon (the sections are called "Ordeals"), crystals will appear in this area that will
serve as shortcuts.
From the start, walk onto the pipe and up the side of the next structure. Grab the chest (1/27) containing a MEGA
PHOENIX. Walk right and down to get onto the next platform. Carry on right and down to the next pipe. Walk right
along the pipe to the next platform. Go forward and up the sides of the structure to your left. When you get to the
top, head left across the pipe (you'll be walking along its side) to the neighbouring structure and then down the
sides until you come to a pipe leading down. When you come to a cross, go up for a chest (2/27) containing 2 X-
POTIONS. Go back down the pipe for another chest (3/27) containing 2 REMEDIES. Take the branch up leading
into the darkness to cross to the next Ordeal.
Continue along the pipe you're standing on. When it ends, climb up the side of the structure to your left. When you
get to the top, descend the other side and go up to a short pipe then up the side of the structure here for a chest
(4/27) containing 2 TURBO ETHERS. Go back down and use the short pipe to cross over to the structure that
you've just come from and walk down the side of the building to your left. Continue down two more levels and
cross the pipe to the neighbouring structure. Climb the side to your left and continue left down the other side for a
chest (5/27) containing a PHOENIX PINION. Head up onto the pipe and then to the area exit.
Head up to the next structure and then up two levels for a chest (6/27) containing an ELIXIR. Backtrack down to
where the pipe joins the structure and go down the left side of the structure two levels down to the next pipe. Go
down. Take the right branch for a chest (7/27) containing 2 REMEDIES and make your way round to the next
structure. Go up the side two levels then down one level for a chest (8/27) containing an X-POTION. Backtrack up
one level and climb the wall to your right. Go down onto the short length of pipe then up he side of the next
structure. Don't go all the way up. Instead, go right when you can for a chest (9/27) containing a MEGA-ETHER.
Backtrack and go all the way up and right to the next pipe. Continue right to the next structure, across to the short
length of pipe then up two levels to the area exit.
Use the save point and go up the side of the building. You can use the purple crystal to return to the entrance area.
In turn, the entrance area will have acquired a purple crystal that will warp you back here. Go up one level and kill
the Carbuncle enemy (1/5) that you can see there. Carbuncles have auto-reflect so use only physical attacks to kill
them. There are Carbuncles in various places in this dungeon and, as you have just seen, killing them reveals
previously hidden areas. In addition, defeating them will earn you 4 ARMA GEMS each. Go down the other side of
the structure that you're on picking up a chest (10/27) containing a MEGA PHOENIX attached to the wall. Go back
up and down to the Warp Crystal and left onto the pipe. Go across to the neighbouring structure and continue left
to the next pipe. Open the chest (11/27) containing 3 PROTECT STONES and go up onto the next structure. go up
onto the next pipe and cross to the next structure. Take an about-turn and go down the front of the structure
you're on. Climb onto the pipe for a chest (12/27) containing a REMEDY+ and cross the pipe to the next structure.
Go up the side and then left to the next pipe. Cross and go up to the area exit.
Climb up two levels and go left for a chest (13/27) containing 6 WOBBLESTOPPERS. Turn around and go up and
then left. The camera will rotate helpfully. Continue in the same direction then turn left and go down the side of the
structure to the area exit.
Go onto the pipe and cross to the next structure. Go up the sides of the structure. When you reach the top, climb
on the pipe and cross to the next structure. Drop down onto the next pipe and cross to another structure. Go up
the side and across to another structure. Go down three levels to another pipe, follow it to a structure then go
down to another pipe leading to the area exit.
Use the save point. There's another Warp Crystal to the dungeon entrance. Use it, then return back here. Use the
pipe on your left to cross to the next structure and go up two levels. Go down onto the pipe and follow it right and
up to another structure. Climb up the side to the top. Go up and kill the Carbuncle (2/5) waiting there. Go back
down and this time cross over to the structure on your left. Go up two levels to find a chest (14/27) containing 9 HI-
POTIONS. Go up two more levels. Go left onto the pipe, cross over to the next structure and go up a level for a
chest (15/27) containing a MEGALIXIR. Go back to the previous structure and go up three levels. At the top use the
pipe to cross to the next structure. Go up three levels, cross to the next structure and go up the wall to the area
exit.
There are 12 chests in this area so keep your eyes peeled! Go up two levels for a chest (16/27) containing 6 HI-
ETHERS. Go back down one level and use the pipe to get to the next structure. Cross over to the structure on your
right for a chest (17/27) containing 2 PHOENIX PINIONS. Cross back over and go up two levels. use the pipe to
cross to the next structure. From here, take the pipe to the right for a chest (18/27) containing 2 REMEDIES. Return
to the previous structure and climb the wall for a chest (19/27) containing 3 SHELL STONES. Go back down and
across the pipe leading down back to your earlier location. Climb the wall to your left and go up two levels for a
chest (20/27) containing 2 TURBO ETHERS. Go up two levels. Go up across the pipe for a chest (21/27) containing
a MEGA-ETHER. Go back down and left for a chest (22/27) containing an X-POTION. From here, go down three
levels to fight a Carbuncle (3/5). Open the chest (23/27) containing 3 MEGALIXIRS that it was guarding and go
back up to where you found chest 22. Go onto the pipe and cross to the left for a chest (24/27) containing 2
HASTE STONES. Go left down one level and then up two levels to a Puzzle Switch that requires weight 11 and ice
resistance 125. Go down two levels and then down another four levels for three chests (27/27) containing 2 MEGA-
POTIONS, 2 REMEDIES+ and 2 MEGA PHOENIXES. Go back up four levels and then right to where you found
chest 24. Go onto the pipe and then turn up and go two levels to the area exit.
Follow the linear route up six levels for a cutscene. You'll lose Tama at this point. I hope you hadn't built your
strategy around her! On the plus side, you'll start encountering Yurugu enemies (the very first one you fought way
back, remember?). Despite going up and down a number of levels, the path to the area exit is essentially linear
from this point.
In Ordeal 10, walk across and kill the Carbuncle (4/5) up from your starting position. This reveals a Warp Crystal
back to the start of the dungeon. You should use this one even if you haven't used the previous two, because you'll
want the shortcut later. You can go back to Nine Wood Hills if there are any supplies you need. Use the save
sphere and return. Cross the pipe and go up to kill the final Carbuncle (5/5). This one is an elite with more HP and
better resistance to ailments. Besides Arma Gems, it also drops the CARBUNCLE MEMENTO. If you've been
holding onto a Mu since the Wellspring Woods, you can finally evolve it to its third form! Climb the wall that
appears in front of you and go up a number of levels. You're nearing the end, so you should make some
preparations. You want light magic (Banish / Banishra) in both stacks, access to Dispel and you might want
Reflect. Try to avoid being vulnerable to ice and dark magic. When you're ready, go through the door.
After the cutscene, get Reflect up. Poison the Knight in the Golden Mask to hasten his demise then kill him with
Banishra. The Plumed Knight spams a powerful ice attack called Freezing Dust which may be nasty if you're
vulnerable. Kill her with Watera and Abyss. Watch as more substandard anime kills the atmosphere. Eventually
Brandelis, the King of Bahamut, shows up. Get slow on him as quickly as possible. Don't bother bung yourself
because he'll cast Dispelga. Maybe chuck a Champion his way. In all honesty, he's not much tougher than he was
the last time you met him.
After you defeat him, you get an ending and a Trophy, THE END? Enjoy the cutscenes and ending credits. Save
your game and load it again.
Encounters
The Death Searcher is the other mirage that has the Gravity ability. True to its name, it also has Death. It doesn't
have a lot else, however, so I'm not much of a fan.
The Pleiad
When you regain control, you're in Balamb Garden. Go onto the Deck for a chat with Wyn. Return to Nine Wood
Hills and go Plaza 99. After the exposition, have a chat with Serafie. Talk to her again and examine all her rumours.
If you invested heavily in Tama, Serafie is now available to use at the same level. Your first main task is to gather
the Pleiad, seven powerful mirages. If you haven't yet captured Ifrit, Shiva and Ramuh in the Colosseum, do so
now. If you haven't fought in the colosseum at all, you will need to fight a few other bouts before Ifrit and Shiva
show up.
Go to the Girl's Tearoom. The Intervention Quests that you need to complete first are near the top running from
"The Demon Dyad Revealed" to "A Clash of Swords". Be aware that to earn the trophy and unlock post-game
content, you will need to do all Intervention Quests. After completing, "A Clash of Swords", another quest "Cold,
Hard Justice" will open up.
Vestiges of Life
Go to Plaza 99 and talk to Serafie. Go to the Girl's Tearoom. You'll get a task to track down a Kyubi. Go to
Sherlotta's Solace (in the Ice Region if you're forgotten) and talk to Sherlotta. Travel to the Icicle Ridge dungeon
and meet up with Refia who will reveal the path to a new area. After the cutscene, you may want to equip the Lure
mirajewel because this is the second best level-up spot in the game with (by now) easy encounters that give
enormous XP rewards. Simply follow the linear path to the quest marker. The Kyubi's abilities aren't too dangerous
- Blaze and Poison Bite - and it hits no more than moderately hard so just hit it with low level spells and basic
attacks until it falls over. After the cutscene you will receive the KYUBI'S SOULS.
Final Cleanup
You'll be back in Nine Wood Hills. Return to the Girl's Tearoom. After the cutscene, Tama will be restored and
Serafie will prompt you to start the final sequence. Select "no", because there's a bunch of stu to do first. Bring
up your Adventure Log and claim the reward for "Vestiges of Life" from the Miniventures tab. This is really easy to
miss. You will obtain the TAMAMOHIM and KYUBI MEMENTOES along with a MEGA-PHOENIX.
If necessary, spend some time to level Tama up, then transfigure her. This will give you the NINE LIVES trophy and
will fulfil the requirements for "Young Mirage Hunter XII". Go to the Girl's Tearoom and do the Intervention Quest "A
Smidge of Micro-Envy". Remember to claim your reward. Travel to Tometown (because, of course, we have loads
of reasons to go there) to pick up the very last Townsperson Quest. Talk to Cid and Celes while you're here to fill
out your Who's Who. The quest requires you to kill Minotaurs on Big Bridge so you can go there afterwards. You'll
find them in the second section. If you fancy imprisming a Kyubi, you can do so in the Colosseum. It will require
you to unlock Doom on the Memecoleous mirage board.
Double check that you have completed all Intervention Quests (although I believe that A Bridge's Woes can be left
until the post-game). Remember, you have to claim the rewards for them to be counted as completed. You should
now be able to trade in any spare Arma Gems for ability seeds. Set up your mirajewels. Stick Banishra and Resist
Confusion in Lann's slots. Reynn wants some ice resistance and dark attacks. Reflect is good. You'll want Libra in
one for the final, final boss fight. You won't be needing -aga magic so you may be able to swap out some -ara
mirajewels. When you're ready, save your game, go to Plaza 99 and talk to Serafie.
Operation Salvation
After the cutscenes, Lann will be fighting Segwarides. Segwarides has a cheap move called Disaster that inflicts
multiple ailments including doom and confusion. If you get both, it's almost certainly game over (hence Resist
Confusion mirajewel in one of Lann's slots). Otherwise, use a Remedy+. Blast Wave is a nasty attack that may
cause your stack to topple. Use a Haste Stone so that Segwarides doesn't get lots more turns than you. Then use
Banishra. After this, Reynn will fight the Plumed Knight. She uses ice attacks and a draining attack called Bloody
Claw. Drain her right back! Try to ensure that you end these fights in reasonable shape. After some more
cutscenes, both will be fighting the Plumed Knight again in her true form of Pellinore. She still has all the same
attacks and weaknesses as last time. Fortunately, my Lann had Waterja!
After another cutscene, Brandelis (Exnine Bahamut) arrives to join in the fun. In his first form, he seems mostly to
use Double Cut (multiple hits on one ally) and Banishra or Abyss. He also has an extremely powerful ability called
Arcarmament 1-4-6 that does major damage to both allies. Get Reflect up to turn his magic attacks back on him
and ensure that you don't go below half HP before his turn comes up. Otherwise, you may be needing to use
Mega-Phoenixes to get back in the fight. Use your most powerful attacks. When he reveals his ultimate form, you
won't be able to summon Champions and he becomes immune to slow. If you have Libra, use it on him.
Otherwise, keep track of any elemental attacks that he uses. When he uses one, he becomes immune to that
element. He uses -aga elemental attacks along with two dark attacks, Chaotic Impulse and Dark Revels. When he
starts counting down to a Megaflare attack, he's basically dead. He will still be immune to the last element that he
used, but -200 vulnerable to every other one. Unleash everything in your arsenal. Spellstones are good.
Enjoy the final cutscenes and watch the credits in slack-jawed astonishment at the sheer Japanese-ness of it all. If
you did everything necessary before the final boss fights, you'll have another little cutscene at the end. You will
receive the TURN THOSE CORNERS UP trophy and the post-game content will be unlocked.
Post-Game
If you want to, you can now remove Lann and Reynn from your stacks. There are a number of post-game activities
to indulge in:
Return to Castle Exnine for a secret area
Fight your way through the Ex Dungeons
New high-level battles in the Colosseum
Complete your mirage manual
Complete 100 mirage boards for Legendary Caretaker
Wyn has also taken up residence in the Twins' Room which means that Lann is definitely sleeping on the couch.
She doesn't have a whole lot to say for herself, however.
Ex Dungeons
These dungeons are accessed via The Girl's Tearoom in Nine Wood Hiils. There are three portals and going from
right to left, I'll refer to them as A-C. Each dungeon has four smallish areas with a number of chests to unlock
terminating in a save point and a boss fight. You want be close to level 70 before you start. If you've grown used to
simply steamrollering all opposition, your first encounters will come as bit of a shock. Apart from the bosses,
encountered mirages are not unique so you don't need Libra. Be aware that the bosses from the Crystal Tower are
encountered as random enemies. You may want to escape from these since the eort to defeat them is not really
worth the reward. The Death ability can be very useful against stacked enemies. A possible strategy is to use a
mirage with the Flee ability, head for the save point and then grind there. Defeating the boss opens up an exit
portal nearby. Statistics for the miniboss encounters are:
Trihyde 9564 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Deal a lot of damage at once
Ex Dungeon A
The first area resembles the tunnel in the Sunken Temple. Straight down from the portal is a chest (1/10) containing
an EXP BOOST MIRAJEWEL. Continue right and up to find a chest (2/10) containing 3 WATER SPELLSTONES. Go
slightly down and continue right for a chest (3/10) containing 4 GOLD HOURGLASSES. Just right and down is a
chest (4/10) containing 5 HI-ETHERS. Continue right to a tunnel mouth to emerge in the next area.
The second area resembles the Windswept Mire. Head down across the ice bridge. Don't go across the other ice
bridge but continue down and left to a chest (5/10). Before you can open it, you will be ambushed. The chest
contains 2 LOCO WEEDS. Follow the green path down and around to an ice bridge leading down. On the other
side, go left to find a chest (6/10) guarded by an ambush and containing 2 TURBO ETHERS. Return right and then
continue down. You will be subjected to an ambush after which you will go down the last ice bridge to the next
area.
The third area resembles Saronia Docks. You will need the Sizzle ability for this area. Go left along the docks to the
hut, slightly down, right and activate the cannon. This will take you to a mechanism that requires 10 weight and
100 water resistance to activate. Use the cannon to go back and walk up and down some steps to the island that
you've just uncovered where an Adamantoise is guarding two chests (8/10). The adamantoise is harder than most
of the boss fights, since it is very dicult to damage. Your best bet is to use gravity attacks (Death Searcher /
Nightmare) and gulp turbo ethers. It's weak to ice, but even ice attacks don't do that much damage. It is capable
of putting out massive damage, so you'll be struggling to keep up and keep damaging it. Be prepared to burn
through a bunch of healing items before finally whittling it down. If you have a minimantoise prism, you can inflict
defense down (via the Mimic's Armor Piercer, for example) and imprism it. After all that, the left hand chest
contains a MEGA-ETHER while the right hand one contains a REMEDY+. Head back up and go left to a second
cannon which leads to the area exit.
The final area resembles Icicle Ridge. Head down the path all the way to the save point. Take the path leading right
and down to a chest (9/10) that turns out to be a Mimic. Return to the save point and go left down to a chest
(10/10) containing 3 X-POTIONS. Prepare an ice resistant stack with fire / lightning / light attacking capabilities and
head down to the boss platform to fight a dark Shiva stack. With no fewer than three severe elemental weaknesses
to exploit, this fight shouldn't be hard. However, Shivver and co. do have extremely high agility which means their
turn can come around more often than yours. This makes breaking the stack and imprisming Brrblizz tricky since
you're likely only to get one attempt to do so before they restack. It's easier to simply concentrate on taking them
out one at a time. The boss drops 3 MEGA PHOENIXES and 1 or more ARMA GEMS. You'll also receive a
BRRBLIZZ MEMENTO, a SHIVVERINA MEMENTO, a SHIVVER MEMENTO and GIRL'S DIARY 11.
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Mega Nightsqual 12336 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Bestow Bravery
Mega Nightsqual Stack 16566 50 0 -100 0 50 0 -50 50 0 50 -100 50 0 -50 50 0 -
Nightsqual 4230 25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0 Inflict sleep
Sea Serpent 3997 0 0 -50 0 50 0 0 0 -50 25 25 -50 -50 25 25 25 Use water attacks
Sea Snake 4002 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25 Use water attacks
Sea Worm 11880 25 0 -100 0 75 0 0 0 25 0 0 0 -25 25 25 -25 Reduce HP
Tonberry 4192 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Deal a lot of damage at once
Area 2
Flan 4556 0 0 -50 0 50 0 0 0 25 -25 0 25 0 25 0 -25 Physical attacks
Malboro 12924 -50 0 0 0 0 50 0 0 25 25 0 25 -25 25 -25 -25 Inflict status ailments
Malboro Stack 20699 -50 -25 -100 0 100 50 0 25 75 25 -25 50 0 50 -25 -75 -
Water Toad 3219 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25 Inflict berserk
Area 3
Adamantoise 93942 25 -100 25 25 25 25 0 -25 100 100 100 100 100 100 100 100 Inflict defense down
Ahriman 12321 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Inflict blindness
Ahriman Stack 18200 0 0 0 -50 0 0 -50 100 -50 100 50 -50 50 50 -50 -50 -
Floating Eye 5879 0 0 0 -25 0 0 -25 50 -25 50 25 -25 25 25 -25 -25 Leave only this mirage standing
Kupirate 3772 0 25 -50 -25 50 0 0 0 -25 25 -25 0 25 25 -25 -25 Reduce HP
Sharqual Stack 8231 25 25 -100 -50 100 0 0 0 -25 50 -75 25 25 0 50 -25 -
Sharqual 4459 25 0 -50 -25 50 0 0 0 0 25 -50 25 0 -25 25 0
Use fire attacks
Area 4
Baby Paleberry 4782 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Physical attacks
Babyhemoth 6389 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Physical attacks
Deathskull 5450 -50 50 0 -25 0 25 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Mimic 14811 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Right Claw 12417 25 -25 25 25 -25 -25 25 -25 25 0 25 0 -25 -25 0 0 Reduce HP
Right Claw Stack 23588 -25 25 50 25 0 -25 50 -100 50 -25 25 50 -25 -25 0 -25 -
White Nakk 3554 -50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0 Use ice attacks
Boss
Brrblizz 20485 -50 100 -50 0 0 0 -50 50 50 50 75 50 50 50 25 50 Use ice attacks
Shivver 48050 -50 100 -50 50 -50 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Shivver Stack 89975 -150 200 -150 50 -50 0 -150 150 100 100 100 100 100 100 100 100 -
Shivverina 21440 -50 100 -50 0 0 0 -50 50 50 50 75 50 50 50 25 50 Unimprismable
Post-Game (Continued)
Ex Dungeon B
The first area resembles the final section of the Underground Prison. There is a chest (1/11) immediately below the
entrance portal containing a MEGA-POTION. Go right for a chest (2/11) containing a MEGA-ETHER. There is
nothing to the sides of the mako tank so head down across the bridge to the next area.
The second area resembles the interior of Underground Prison. Go across the round platform and then down to
find a chest (3/11) containing a PHOENIX PINION. Go back the way you came and climb two sets of stairs. Walk
around the gangway (either direction - it's circular) to find two chests (5/11), containing 2 LIGHTNING
SPELLSTONES and 3 FLASH BOMBS. Go up the next set of stairs to the next area.
The third area resembles the Train Graveyard. You will need a mirage with Zap for this area. Head left and down the
girders to the next set of carriages. Head down and right along the girders and activate the crane marked "02".
Walk along the carriage that the crane moved with two chests (7/11). The first contains a MEGALIXIR while the
second holds an ARISE MIRAJEWEL. Activate the crane to create a shortcut back. Now head left and down across
the ramp and up the carriage to the next crane (which cannot be activated). Walk up the girders and carriages to
the next platform. From here head up along the girders to a platform with two chests (9/11). One is a Mimic
Jackpot while the other contains 3 WAR GONGS. Go back to the platform and head down to the final area.
The final area resembles the Crystal Tower. Head down a couple of flights to a platform with the save sphere and
the boss. You'll need your rubber mackintosh and galoshes for this because the boss is a dark Ramuh stack. Stack
up with as much thunder resistance as you can manage and take advantage of his myriad element vulnerabilities.
This is still a tough fight because your opponent hits like a truck and has extremely high agility. My strategy was to
break the stack, take out Voultr followed by Rairamuh using fire magic and / or items and then imprism Joult at my
leisure. The boss drops 3 MEGA PHOENIXES and 1 or more ARMA GEMS. You'll also receive a JOULT MEMENTO,
a VOULTR MEMENTO, a RAIRAMUH MEMENTO and GIRL'S DIARY 12. You're not finished here. Return to the
staircase and go down to find two chests (11/11), one containing a MEGA PHOENIX and the other 4 HASTE
STONES.
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Leave this mirage the only one
Bihydra 4751 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25
standing
Bihydra Stack 8643 100 0 0 25 -125 0 0 0 50 -25 25 0 50 -25 25 -50 -
Bombino 3892 50 25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Inflict confusion
Werebat 2514 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Area 2
Magitek Armor 11136 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Reduce HP; requires eldbox
Magitek Armor
13861 50 50 -100 50 -100 50 0 0 0 0 0 0 0 0 0 0 -
Stack
Searcher 2725 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0 Physical attacks; requires eldbox
Area 3
Chrome Giant 11595 25 0 -25 0 25 25 0 -50 50 0 -50 25 -25 -25 25 0 Evade attacks
Imp 2756 50 0 0 0 -50 0 -50 50 -25 50 25 -25 0 0 -25 0 Inflict confusion
Mimic Jackpot 18294 0 0 0 0 0 0 0 0 75 50 75 0 25 75 0 75 Reduce HP
Mordskull 4039 -25 25 0 -75 0 75 -50 50 0 -25 -25 0 -25 25 -50 50 Inflict oblivion
Skull Eater 1860 0 0 0 0 0 0 0 0 0 0 0 0 -25 -25 0 25 Bestow regen
Vampire 3287 0 0 0 25 -25 0 -50 50 0 0 -25 0 0 25 -50 25 Use dark attacks
Werebat 2514 0 0 0 25 -25 0 -50 50 0 -50 -25 0 0 25 0 25 Inflict blindness
Area 4
Ghidra 9285 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Ghidra Stack 13333 0 -25 -50 25 0 0 0 50 25 25 50 -50 50 0 0 -50 -
Ghidra Stack 2 16077 0 -100 -50 75 25 0 0 50 50 50 25 -50 75 0 0 -75 -
Kuza Beast 11253 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Beast Stack 18431 50 0 0 -50 25 0 -25 0 25 -25 0 0 0 50 50 -50 -
Mindflayer 4048 -50 0 -50 0 50 0 0 50 0 25 25 -25 25 0 0 -25 Reflect magic back
Paleberry 4852 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use light attacks
Paleberry Stack 7423 -50 50 -50 0 50 0 25 -25 25 -25 0 25 -50 50 25 -25 -
Sistertaur 4607 50 0 0 -50 -50 50 -25 25 25 -25 0 -25 50 50 25 -50 Reduce HP
Unicorn 3496 0 0 -25 0 25 0 50 -50 -50 25 25 -25 25 25 -25 0 Inflict status elements
Unicorn Stack 6067 0 0 -75 0 75 0 50 -50 -50 25 25 -25 -25 50 0 0 -
Water Golem 2571 0 0 -50 0 50 0 0 0 0 0 0 0 -50 25 25 0 Deal a lot of damage at once
Wind Toad 2744 0 -75 0 50 25 0 0 0 25 25 -25 0 25 0 0 -25 Inflict oblivion
Boss
Joult 19065 -50 -50 150 -50 50 -50 -50 50 50 50 50 50 25 50 75 50 Use thunder attacks
Rairamuh 46400 -50 -50 150 -50 50 -50 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Rairamuh Stack 86865 -150 -150 200 -150 150 -150 -150 150 100 100 100 100 100 100 100 100 -
Voultr 21400 -50 -50 150 -50 50 -50 -50 50 50 50 50 50 25 50 75 50 Unimprismable
Ex Dungeon C
The first area is similar to Pyreglow Forest. From the entrance, there are two paths. The one to the right leads to a
dead end so take the path down to an area with two exits. From here the left hand path is a dead end, so go right
to another area with two exits. The path leading up is a dead end, so go down. At the two-way split, the path left is
a dead end, so continue downwards. You'll arrive in another open area. The path up is another dead end so go
down to continue to the next area.
The second area resembles the Dragon Scar. You'll need the Flutter ability for this area. Follow the long path down
until you come to a Flutter point. Fly across and open the chest (1/14) for an AGILITY++ MIRAJEWEL. Continue
down into the next area.
The third area resembles Castle Exnine. Head straight up for a chest (2/14) containing DREAM POWDER. Turn right
along the pipe and then up for a chest (3/14) containing 6 POTIONS. Go up two vertical walls to find a chest (4/14)
containing 3 HI-POTIONS. Climb the wall to your left to find a chest (5/14) containing 2 X-POTIONS. Go across the
pipe leading down to find a chest (6/14) containing a MEGA-POTION. Walk down to the next platform to find a
chest (7/14) containing 5 ETHERS. Cross the pipe to your left to find a chest (8/14) containing 4 HI-ETHERS. Walk
up along the pipe and around to the right for a chest (9/14) containing 2 TURBO ETHERS. Walk down to walls to
find a chest (10/14) containing a MEGA-ETHER. Go down two more platforms to find a chest (11/14) with an
ELIXIR. Now walk right along the pipe to the next platform with a chest (12/14) containing a MEGALIXIR. Climb up
to the final area.
The final area resembles Valley 7. You will need a mirage with Chill for this area. Walk around then up. Chill the
patch of lava and head up to the next platform for a chest (13/14) containing 3 FIRE SPELLSTONES. Head back
across to the first platform and then left. Walk up to the top of the platform and take the bridge left again to a
platform with a spiral path leading down to a chest (14/14) containing a PHOENIX PINION. Return to the previous
platform and go up and up again to find the boss platform with the save sphere. The boss battle is a dark Ifrit stack
so set your stacks up for fire resistance and, if possible, ice attacks because the enemies are extremely weak to
that element. My strategy was to topple the stack, attack Weeglee with fire attacks and then imprism him. Gleefrit
and Gleed will restack when their turn comes around, so concentrate on breaking the stack again and then
targeting Gleed. With his buddy out of the way, Gleefrit is a pushover. The boss drops 3 MEGA PHOENIXES and 1
or more ARMA GEMS. You'll also receive a WEEGLEE MEMENTO, a GLEED MEMENTO, a GLEEFRIT MEMENTO
and GIRL'S DIARY 13.
Defeating the boss of the third Ex Dungeon will give you the ACROSS THE UNKNOWN trophy and unlock a fourth
Ex Dungeon in the Girl's Tearoom.
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Cockatrice 4729 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25 Physical attacks
Dualizard 5431 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Moogle 4324 0 -25 0 25 0 0 25 -25 -25 25 -25 0 25 25 25 -25 Restore HP
Reaver Mu 4231 -50 0 -25 25 50 0 0 0 -25 -25 0 0 25 -25 0 25 Fire attacks
Area 2
Bihydra 4751 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Leave this mirage the only one standing
Blood Eye 4833 25 25 0 0 -50 0 -50 50 -25 50 25 -25 25 25 -25 -25 Leave this mirage the only one standing
Mini Golem 3829 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Physical attacks
Red Dragon 13959 100 -50 0 0 -50 0 0 0 25 -25 -25 0 0 0 25 0 Land a critical hit
Red Dragon Stack 17788 100 -50 0 -25 -50 25 0 0 25 -25 -25 0 -50 25 50 0 -
Spark Dragon 4508 0 0 100 -50 0 -50 0 0 25 -25 -25 0 0 0 25 0 Inflict status ailments
Area 3
Behemonster 50925 0 0 25 0 25 0 0 -50 25 100 100 75 100 25 75 75 Use physical attacks
Death Searcher 2203 25 25 -50 25 -50 25 0 0 -25 0 -25 0 0 0 0 25 Reflect magic back; requires eldbox
Entom Guard 4399 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25 Use fire attacks; requires eldbox
Deal a lot of damage at once; requires
Magitek Armor A 8571 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0
eldbox
Magitek Armor A Stack 15167 -50 75 -25 25 -25 0 0 0 -25 25 -25 -50 25 0 0 25 -
Magitek Armor A Stack
12970 25 50 -75 50 -75 25 0 0 25 0 0 0 0 -25 0 25 -
2
Magna Roader (Purple) 9489 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Magna Roader (Red) 8268 50 -50 50 0 -50 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Magna Roader (Yellow) 8208 -50 0 0 0 50 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Magna Roader Stack 14163 100 -50 50 0 -100 25 -25 0 -25 -50 25 50 25 -75 50 0 -
Red Captain 5895 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Inflict confusion
Squidkraken 3543 50 50 0 0 0 0 0 0 0 25 25 -25 25 0 0 -25 Reflect magic back
Yurugu 3053 0 0 0 0 0 0 0 0 -25 0 -50 -25 0 0 0 50 Inflict oblivion
Area 4
Behemoth 17712 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 26274 25 -50 -75 25 0 125 0 -50 75 -25 -50 25 -75 -50 50 25 -
Bomb 4618 50 -25 0 0 -75 0 0 0 25 -25 0 25 25 -25 25 -25 Use fire attacks
Cocadrille 5457 25 0 0 -25 0 0 50 -50 0 25 -25 -25 0 0 -25 25 Inflict poison
Cocadrille Stack 8773 -25 0 0 -50 25 50 25 -25 25 50 -25 0 -25 25 -50 0 -
Flammantoise 2965 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25 Use fire attacks
Korrigan 3316 -50 0 0 -25 25 50 -25 25 25 25 0 25 -25 25 -25 -25 Inflict sleep
Lead Gnome 5597 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Boss
Gleefrit Stack 83280 200 -200 0 0 0 0 -150 150 100 100 100 100 100 100 100 100 -
Weeglee 19355 100 -100 0 0 0 0 -50 50 50 75 50 50 50 25 50 50 Use fire attacks
Gleed 19375 100 -100 0 0 0 0 -50 50 50 75 50 50 50 25 50 50 Unimprismable
Gleefrit 44550 100 -100 0 0 0 0 -50 50 100 100 100 100 100 100 100 100 Unimprismable
Ex Dungeon D
This dungeon is, frankly, a slog. It's too long from the start to the save point with no fewer than seven sections to
grind through. I would recommend that you equip the Stealth mirajewel, add a mirage with the Flee ability to one of
your stacks and simply run to the final area, avoiding encounters. There are no chests to open until the last area so
you won't be missing anything. The first area resembles the Chain Road. Go down either side. You've got three
links to traverse which is a bit of a drag. Eventually, you'll reach the area exit.
The second area resembles Big Bridge. It doesn't matter which side you go down. Cross a couple of large. round
platforms and head down to the area exit.
The third area resembles The Phantom Sands. This section is mercifully short - just head down a couple of
screeens to the exit. There's nothing to see on the way.
The fourth area resembles The Watchplains. Follow the steps down. When you get to the area with the watchtower
and the fences, don't bother going behind because there is nothing to see. Instead, go through the stockades to
the next area.
The fifth area resembles the Nether Nebula. The path is simple so follow it to the next area.
The sixth area resembes the Wellspring Woods. This area has simple encounters that give enormous XP rewards
so is ideal for grinding for Legendary Caretaker. Towards the end of the area is a Treasure Trove bush (I found a
CHIMERIC WING) and near to that is a chest (1/1) containing GIRL'S DIARY, ENTRY 14. If you've followed this
walkthrough, it will also give you the TREASURE LIBERATOR trophy. A couple of screens below that is a very
welcome save point and a purple crystal that leads to the boss area.
The crystal leads to the Ultima Gate where the boss, XG, awaits. Most of his attacks are physical, but they do big
damage. Special attacks do thunder, fire or dark damage. I used a Behemonster (lvl 83) to knock out more than
half his HP using Revenge Blast. When fighting as Lann and Reynn, get Protect up. Use items for speed. When XG
unleashes Kishin, one of your stacks will probably be killed so use a Mega Phoenix to get them back up. In fact,
use all of your best items - what else are they going to be used for? Defeating it will give you GIRL'S DIARY,
ENTRY 15 and the CROSSOVER COGNA trophy. You'll also get to keep XG as an XL summons.
Encounters
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Area 1
Ghidra 9285 50 -25 0 25 -50 0 0 0 25 0 25 -25 25 0 0 -25 Reduce HP
Ghidra Stack 17770 25 -25 -50 50 -75 75 0 0 100 0 -25 -25 -50 -25 0 0 -
Lead Gnome 5597 -50 0 -50 25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Bestow shell
Magna Roader (Purple) 9489 50 -50 0 0 0 0 0 0 0 -25 25 25 0 -50 25 0 Reduce HP; requires eldbox
Manticore 2888 25 0 0 0 -50 25 0 0 50 25 -25 -25 -25 0 -50 25 Inflict poison
Minotaur 10863 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Inflict confusion
Minotaur Stack 16460 -50 0 -50 -25 25 100 50 -50 75 -50 -25 0 0 25 75 -50 -
Security Eye 2646 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0 Leave only this mirage standing
Area 2
Baby Tonberry 2646 0 0 -50 0 50 0 -25 25 25 -25 0 25 0 25 0 -25 Use physical attacks
Brothertaur 4742 0 0 0 -50 0 50 50 -50 25 -25 0 -25 50 50 25 -50 Use earth attacks
Kuza Kit 4729 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0 Land a counterattack
Kuza Kit Stack 7375 0 0 0 0 75 -50 -25 0 25 -25 0 50 0 0 0 -25 -
Mythril Giant 12240 0 0 -50 -25 25 50 0 0 50 -25 -25 25 -50 -25 50 0 Use magical enhancements
Mythril Giant Stack 19628 0 0 -100 -75 75 100 25 -25 100 -75 -25 25 0 50 75 -75 -
Area 3
Memecoleous 13236 25 0 0 -25 -50 50 0 0 25 50 -25 0 -50 0 0 0 Inflict poison
Memecoleous Stack 16941 50 0 0 -50 -100 100 0 0 75 75 -50 -25 -75 0 -50 25 -
Sandicore 3705 25 0 0 -25 -50 50 0 0 50 25 -25 -25 -25 0 -50 25 Leave only this mirage standing
Area 4
Black Nakk 4123 50 -25 0 0 -50 0 -25 50 -25 -25 0 0 -25 0 25 25 Use physical attacks
Goblin Guard 7532 25 0 0 0 -25 25 -25 0 -25 -25 0 25 25 -25 25 0 Bestow protect
Goblin Guard Stack 11757 -25 0 0 -25 0 75 -25 0 0 0 0 50 0 0 0 -25 -
Mandragora 3225 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Red Cap 5864 50 0 0 0 -50 25 -25 0 -25 -25 0 25 25 -25 25 0 Deal a lot of damage at once
Area 5
Copper Gnome 7005 0 0 -50 -25 25 50 0 0 50 0 -25 25 -50 -25 25 0 Reduce HP
Copper Gnome Stack 10834 0 0 -50 -50 25 75 0 0 50 0 -25 25 -100 0 50 0 -
Mandragora 3225 -50 0 0 -25 25 50 0 0 25 25 0 25 -25 25 -25 -25 Use physical attacks
Mini Golem 3829 0 0 0 -25 0 25 0 0 0 0 0 0 -50 25 25 0 Use physical attacks
Area 6
Babyhemoth 6389 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Use physical attacks
Behemoth 17712 0 0 25 0 25 0 0 -50 0 0 0 25 0 -25 0 0 Reduce HP
Behemoth Stack 28700 0 -25 50 25 50 25 0 -125 0 0 25 50 25 -75 25 -25 -
Chocochick 4599 0 -25 0 25 0 25 0 -25 0 0 25 0 25 -25 0 -25 Use physical attacks
Mu 4714 -25 0 -25 25 0 25 0 0 0 0 0 0 -25 -25 0 25 Use physical attacks
Boss
XG ??? 0 0 0 0 0 0 0 0 100 100 100 100 100 100 100 100 Unimprismable
References
Champion Medals
These are unlocked as you proceed from the game. They must be purchased from the Girl's Tearoom for 2 Arma
Gems each. There are two trophies associated with them: A MEDIUM AWAKENS (purchase one) and CANNON
FODDER (purchase all). They are special summons whose activation costs 1 or 2 Star Points out of a maximum
three. Your Champion Gauge gradually fills during battle and you can equip a maximum of three medals at once.
Intervention Quests
These are accessed from the Girl's Tearoom. Each quest costs two Arma Gems to unlock. There are no fewer than
four trophies related to these: THE POWER OF FANTASY (complete 1), TIME TAMPERER (complete 10), THREADS
OF FATE (complete 30) and TRANSCENDER OF TIME (complete all). IMPORTANT: for a quest to be marked as
completed, you must claim the reward. You do so either by selecting the quest again from the list in the Girl's
Tearoom or by selecting it in the Miniventure tab of your Adventure Log. Something else to take note of: if you plan
on doing more than one Intevention Quest, touch the save point between missions, since your HP and AP don't
recharge.
Underdog Day
This sees you fighting Ifrit. He'll use Hellfire but by now you should have no trouble against him. You'll earn a
MEGA PHOENIX for winning the bout and 2 BOMB CORES for completing the quest.
I Hate Lightning
This is unlocked by completing the previous quest. You'll fight a regular Mimic followed by the Mimic Queen. The
Queen will use Death against one of your stacks which may catch you unawares. Otherwise, a couple of
applications of Banishra will see her o. She drops a THUNDARA SEED and you earn the MIMIC QUEEN
MEMENTO and an ELIXIR for completing the quest.
Part of the strategy is initial placement of your pieces. If you label the squares A-E along the top and 1-5 along the
side, place Terra (3 health) in square B2, Shelke (2 health) in square D4 and Vivi (1 health) in square A5. This gives
you command of much of the board while limiting the squares that Vivi can be attacked from. To keep track of
enemy positions, I suggest you create a 5 5 grid in your software of choice and mark squares Unknown / Yes /
No / Maybe as you find out the information.
You can repeat this mission or play the minigame later in the Twins' Bedroom. If you win ten times, you will earn the
misleadingly named MAGITEK ARMOR trophy.
Whatever the outcome of the minigame, you will earn 2 HI-POTIONS and the ENTOM SOLDIER MEMENTO the
first time you attempt this quest and 2 potions on subsequent attempts. Also:
If you lose, you may try again immediately or give up
If you give up, you will have a brief cutscene with Terra
If you win, you will have a battle against some random Cogna enemies, followed by a slightly less brief
cutscene with Terra
If you win in 10 TURNS OR LESS with 0 CASUALTIES, you will have a battle followed by a longer cutscene
with Terra and Maduin. You will also earn the MADUIN MEMENTO.
This quest is the only way to earn the Maduin Memento (although you may find someone friendly online who will
trade you Maduin) which means that a 100% complete Mirage Manual is locked behind being really lucky in this
rather tedious little game. Since Maduin is the prize here (you'll probably get the trophy while trying), note the
following:
If you miss or move more than four times, you may as well give up
If an enemy spawns on the same square as one of your pieces (roughly 1 game in 3), you probably won't be
able to win in 10 turns
If one of your pieces is killed, you may as well give up.
Completing this quest rewards you with 2 HI-ETHERS and the RAMEWL MEMENTO.
After completing this mission, you can play the game in the Twins' Room, if you can stomach it. If you manage to
score 3000 points, you will receive the BLITZBALL ACE trophy.
Chocolatte's Master
This battle is against the Mecha Chocobo. Not too many HP and two major elemental vulnerabilities. Pfeh! If you
want to make this even easier, inflict berserk on it so that it doesn't use any special abilities. Your reward for victory
is a BRAVERY SEED and the MECHA CHOCOBO MEMENTO.
Freak of Nature
This fight is against Ultros. It may have a lot of HP, but it doesn't really have any oensive abilities and Faith +
Fira will make very short work of it. Your reward for victory is a THUNDARA SEED and the ULTROS MEMENTO.
If you fancy your chances and want to grab yourself a unique mirage, you can now fight the Quacho Queen in her
throne room. See Optional Boss Battle: Quacho Queen for her stats. Completing the quest rewards you with a
WATERA SEED and the CENCHOS MEMENTO. Unlike other Intervention Quests, you are not able to repeat this
one.
References (Continued)
The Eye of the Desert
This fight is against Omega Bane. It's maybe a teensy-weensy bit tougher than Omega, but its vulnerabilities make
it another pushover. You'll want Dispel, however, because it throws up Reflect. This is another battle that can be
made even easier by berserking the enemy. Your reward for victory is a RESIST EVASION DOWN SEED and the
OMEGA BANE MEMENTO.
Fire Drill
This battle is against Ifreeta. You'll need fire resistance in your stacks (Crimson Cyclone is quite nasty if you're
vulnerable). Otherwise, Faith + Blizzara / Watera will see you romping home to victory. Her defeat earns you 2 HI-
POTIONS (huh?) and the IFREETA MEMENTO. You will also receive the SOUL EATER trophy.
Finger-Whistle Crisis
This fight is against Bismarck. You'll want water resistance in your stacks. Besides his water attacks, he has a
nasty single-target physical attack called Crusher that can catch you unawares. Do not physically attack it,
because its Sharkskin passive ability will hurt you right back. Use strengthened thunder attacks and Champion
summons to whittle down its enormous HP pool. I also summoned a Behemonster because hurting that just makes
it angry. Your reward for victory is a RESIST MAGIC DEFENSE DOWN SEED and the BISMARCK MEMENTO.
Operation Opera
This is another fight against Ultros, He's a little bit tougher than the last time, but still shouldn't cause you any
problems. Your reward for victory is a WATER SPELLSTONE. You'll also receive the INKING UP A STINK trophy.
Ancestral Acrimony
This battle is against Leviathan. You'll want thunder magic in both your stacks and you'll not want to be vulnerable
to water attacks. Faith + Thundara on both stacks should be doing around 15000 HP damage per round. Leviathan
will join you after the fight. You will also receive GIRL'S DIARY, ENTRY 9. For completing the mission, you will
receive 2 HI-POTIONS (huh?) and the LEVIATHAN MEMENTO.
A Clash of Swords
The battle is against Odin. Keep the thunder magic in your stacks. You'll probably have to do quite a bit of healing
because he has a very powerful physical attack called Gungnir that will hit both your stacks for big damage.
Otherwise, he'll focus his attacks on the same stack. Use Thundara as opportunity arises and you'll be fine. Odin
will now join you. You will also receive GIRL'S DIARY, ENTRY 10. For completing the mission, you will receive 2 HI-
ETHERS and the ODIN MEMENTO. Assuming you've got all the other espers, you should additionally receive THE
DYAD'S SERVANTS trophy.
A Smidge of Micro-Envy
This fight is against Diva Serafie. You'll be subjected to sleep and oblivion attacks but these will simply delay the
inevitable. Your reward for victory is a WIND SPELLSTONE along with the SIREN and DIVA SERAFIE
MEMENTOES.
A Bridge's Woes
This is an Intervention Quest that gets added automatically as free DLC. I guess you're supposed to do it at the
end of the game (if for no other reason than the enemy is kinda challenging). For reference, I was level 68 when I
did this. You're fighting a powerful Cogna called Omega God. He has, I would guess, something like 100000 HP.
He'll use Bold Maneuver, which does moderate damage to both stacks and Atomic Impact, which does massive
damage. Use items to heal - I burnt through a Megalixir and a Mega-Potion. He's vulnerable to light magic which
means that Banishra is somewhat eective. Armor Piercer is good and Revenge Blast from your Behemonster
hurts it nicely. You may want to use Champion summons as well. Omega God will join you after this battle. If you're
going for the Legendary Caretaker trophy, this is the quickest mirage to master. Just so you know. Your reward for
completing the quest is a RESIST ACCURACY DOWN SEED.
Townspeople Quests
When in various towns, you will notice people with a "?" above their heads. If you talk to them you can accept their
quests. This usually involves fetching something or killing specific enemies. You may need to fulfill certain unusual
conditions before a quest even becomes available. There are two trophies associated with these: A HELPING
HAND (for completing one) and PEOPLE PLEASER (for completing them all). As with Intervention Quests, these are
not complete until you've claimed the reward. You do this either by talking to the original quest giver or by
selecting the quest from the Miniventure tab of your Adventure Log.
Colosseum
The Colosseum allows you to try your mettle in special bouts. You will also be able to imprism some unique
mirages and earn some decent rewards, including some really good ability seeds. Unfortunately, you cannot grind
in the Colosseum since you earn 0 XP and after succeeding in a bout the first time, the rewards become kinda
rubbish. The bouts are gradually unlocked as you progress through the game with the last batch only becoming
available in the post-game. There are three trophies that you can earn from Colosseum bouts: A NEW
CHALLENGER (win one bout), WINNING STREAK (win 30) and REIGNING CHAMP (win all).
References (Continued)
Level 24: Team Red 1
This fight is against two Red Dragon stacks. By the time you unlock this, you should be somewhat overleveled so
this is not too hard. They'll fall quickly to ice magic (and even more quickly to water magic), but you may be
frustrated by their attacks causing the extremely annoying oblivion ailment. Your reward for victory is a FIRE SEED.
References (Continued)
Level 31: FF Mascots 2
They hit a bit harder than last time but so do you. Wipe 'em out with Ice Storm and dark attacks. Your reward for
victory is an X-POTION.
Red Dragon Stack 4369 200 -75 -50 0 -150 75 -50 50 25 25 -25 -50 0 25 0 0 -
References (Continued)
Level 77: Team Blue 2
They have extreme vulnerability to instant death, you have access to Death. This isn't going to end well for your
enemies. Your reward for victory is a RESIST SLOW SEED.
Name HP F I T A W E L D Po Co Slp Bl Ob Be Slw De Imprism
Paleberry 4300 -50 50 0 0 0 0 25 -25 25 -25 0 25 0 25 0 -25 Use light attacks
Trihyde 3763 0 -50 0 75 0 -25 0 0 25 0 25 -25 25 0 0 -25 Deal a lot of damage at once
Trihyde Stack 11596 -50 -25 -50 75 50 -25 25 0 75 0 0 0 50 25 0 -75 -
Water Toad 3553 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25 Inflict berserk
References (Continued)
Level 76: A Not-so-sweet Ifrit
This battle is against Ifreeta. Ensure that neither of your stacks are vulnerable to fire. Use a couple of fire attacks
against her then simply imprism her. Your reward for victory is a FIRAGA SEED.
Mirages
Collecting and raising monsters, aka mirages, is the main part of the game. There are two trophies, CARETAKER
and LEGENDARY CARETAKER, awarded for mastering them. The game does a bad job of explaining what is
meant by "mirage mastery". Every mirage belongs to a family, consisting of one or more lines. Each line contains
one or more forms. Forms within a given line share most, but not all, skills and all stats bonuses. However, if you
switch to a dierent line within the same family, the forms will have a dierent set of skills and bonuses. You master
a mirage by completing the mirage boards for every form in a line. This gives you a silver star. If you master every
line in a family, you get a gold star (and a stats bonus for 100% sync). For example, the Moogle family has two
lines, Moogle -> Kupirate and Kupicaroon. If you unlock all the nodes in the Moogle and Kupirate boards, you'll
have mastered that line and you'll get the mastery bonus. If you now transfigure it to a Kupicaroon, you'll lose all
the skills and bonuses that you earned but you can respend the points you've accrued to unlock the nodes in the
Kupicaroon board. This will award you the gold star and will count as 2/100 towards Legendary Caretaker.
I recommend that you wait until post-game before grinding out the mirage masteries. This is because there is a
specific place in one of the bonus dungeons where you're next to a save point (for instant recharges) with
encounters that can be wiped out with a single -aga spell that also give out massive XP. It's almost as though the
developers put it there on purpose! Apart from the baby espers (Fritt, Bablizz, Zapt), most lines take somehere
around 65 levels plus/minus a few to master. Plan a little for eciency: the Bomb and Flan families (one line, three
forms) are not a good use of your time, since you'll get only get a single mastery point from sixty levels of grinding.
The Magna Roader family (3 lines, 1 form each) on the other hand, will give you three mastery points from fifty
levels. I found that it took me around twelve hours to get Legendary Caretaker.
There is also a trophy, MIRAGE MASTER, awarded for unlocking every mirage. To unlock a mirage, you either have
to capture it or grow it and, importantly, transform another mirage into it. Most mirages can be captured in the field
or Colosseum. Some forms require a special item, called a memento, to open it up. You'll get the mementoes from
one-o battles. Often as not, you can capture the mirage in the same battle that drops the memento, although that
can be easier said than done - Malboro Menace and Flan Princess, for example. The advantage of capturing the
mirage is that it saves you the skill point that it would otherwise have cost to unlock the board. Forms that require a
memento are marked by '*' in the table below. Some forms not only require a memento but cannot be captured
either. These are marked by '**'. Some mirages have a generic form and a unique (sui generis) form. For example, if
you fight Shiva in the Colosseum and capture her after hitting her with ice attacks, the mirage that you capture is
the sui generis form, Shiva. The memento that she drops is required to unlock the Shiva transfiguration that is
part of the Bablizz line. The Maduin mirage (whose progenitor is Titan) has a special unlock requirement: you must
do the intervention quest "Five Cogna Lords: Figaro", which requires you to play the rather tedious minigame,
Sandstalkers, and beat the minigame in ten turns without casualties. This requires extreme luck which makes a
100% complete mirage manual somewhat tricky.
Mirages whose size is XL are not used in regular battle. Instead they are summons who replace your normal stacks
until you run out of AP. With the exception of Behemonster (whose Revenge Blast can do extreme damage) and
Bahamut (whose Megaflare can be used to trigger the "lot of damage at once" imprism requirement), I don't find
them to be very eective due to relatively low strength / magic. The summoning animations are kinda cool,
however.
In the following table, the first two columns give the Mirage's name and size, the size determining where in a stack
they go. The next five columns show the growth rates for dierent stats: strength, magic, defense, magic defense
and agility. Then you have eight columns for the mirage's elemental resistance: fire, ice, thunder, wind. water, earth,
light and dark. The last eight columns detail the mirage's ailment resistances: poison, confusion, sleep, blindness,
oblivion, berserk, slow and instant death.
White Nakk S 1 5 4 2 2 5
-50 50 0 0 0 0 0 0 0 -25 0 0 0 0 25 0
*Fenrir L 3 4 3 2 2 4
*Cerberus XL 5 5 5 2 4 5 25 25 25 0 0 0 -100 25 100 -25 -50 50 0 -25 50 50
Black Nakk S 2 3 3 2 3 4 50 -25 0 0 -50 0 -25 50
-25 -25 0 0 -25 0 25 25
**Elefenrir L 3 3 3 3 3 3 50 0 0 0 0 0 -200 150
Behemoth family (2 lines, 5 forms)
Babyhemoth M 4 4 2 2 2 3
0 0 0 25 0 -25 0 0
Behemoth L 5 4 2 2 2 2 0 0 25 0 25 0 0 -50
Behemonster XL 5 5 5 5 3 2 -25 50 50 25 50 -25 25 25
Kuza Kit M
4 4 3 3 3 1 0 0 50 0 25 -50 0 -25 0 0 0 25 0 -25 0 0
Kuza Beast L
Moogle family (2 lines, 3 forms)
Moogle S 3 3 3 3 3 3 0 -25 0 25 0 0 25 -25
Kupirate S -25 25 -25 0 25 25 25 -25
2 3 4 3 3 3 0 25 -50 -25 50 0 0 0
*Kupicaroon S
Deathskull family (3 lines, 4 forms)
Deathskull M 3 1 4 2 5 3 -50 50 0 -25 0 25 -50 50
**Undead Princess L 3 3 4 2 4 1 -25 25 0 0 0 0 -50 50 0 -25 -25 0 -25 25 -50 50
Mordskull M 3 2 5 1 5 3
-25 25 0 -75 0 75 -50 50
*Metalliskull M 2 2 4 4 2 3 -50 25 -25 -25 -25 25 -25 50
Claw family (2 lines, 2 forms)
Right Claw L 25 -25 25 25 -25 -25 25 -25
3 4 2 4 2 2 25 0 25 0 -25 -25 0 0
Left Claw L -25 25 -25 -25 25 25 -25 25
Cockatrice family (2 lines, 4 forms)
Cockatrice M 1 3 2 4 4 4 50 25 0 0 -25 0 25 -50 25 -25 -25 0 0 0 -25 25
*Valefor L 3 3 3 3 3 4 0 -50 0 50 0 0 25 -25 25 0 0 0 0 0 -25 0
Cocadrille M 4 1 1 5 5 3 0 25 -25 -25 0 0 -25 25
25 0 0 -25 0 0 50 -50
**Nirvalefor L 2 2 2 4 4 4 0 0 0 0 0 0 0 0
Dualizard family (2 lines, 5 forms)
Dualizard M 2 4 4 2 2 3
0 -50 0 75 0 -25 0 0
Trihyde L 3 5 5 1 3 2
*Tiamat L 3 4 4 2 2 2 0 -50 0 75 -50 25 0 0 25 0 25 -25 25 0 0 -25
Bihydra M 2 5 4 2 2 3
50 -25 0 25 -50 0 0 0
Ghidra L 2 5 4 3 2 2
Cactuar family (2 lines, 4 forms)
Cactuar S 2 3 3 3 3 5
*Gigantuar L 5 2 2 2 3 4
-25 -25 0 0 25 25 0 0 0 25 25 25 0 25 -50 -25
Cactrot S 2 3 3 3 3 5
*Gigantrot L 5 2 1 3 3 4
Mimic family (2 lines, 5 forms)
Magic Pot S 2 2 2 5 4 3 25 25 25 25 25 25 25 -175
Mimic M 4 2 2 4 5 2 0 0 0 0 0 0 0 0
**Mimic Queen L 5 1 2 4 4 2 0 0 50 0 0 0 -50 0 25 0 25 -50 -25 25 -50 25
*Magic Jar S 2 2 3 4 4 3 50 50 50 50 50 50 -150 -150
Mimic Jackpot M 5 1 2 5 5 1 0 0 0 0 0 0 0 0
Quacho family (2 lines, 3 forms)
Quacho S 4 2 2 1 4 5 0 25 -50 0 50 0 25 -50
*Quacho Queen L 3 2 4 1 5 3 0 25 -50 0 50 0 25 -25 -25 -25 25 0 25 25 25 -25
Quachacho S 1 4 2 2 5 4 -75 50 0 0 25 0 25 -25
Tonberry family (2 lines, 6 forms)
Baby Tonberry S 1 2 3 4 4 3
0 0 -50 0 50 0 -25 25
Tonberry M 2 2 2 4 4 3
Tonberry King L 3 2 2 4 4 2 0 0 -50 0 50 0 -50 50
25 -25 0 25 0 25 0 -25
Baby Paleberry S 4 2 2 4 4 3
-50 50 0 0 0 0 25 -25
Paleberry M 4 1 1 4 4 3
Paleberry King L 4 2 2 4 4 2 -50 50 0 0 0 0 50 -50
Vampire family (2 lines, 5 forms)
Werebat S 1 2 5 2 3 5 0 -50 -25 0 0 25 0 25
Vampire M 1 4 2 4 5 3 0 0 0 25 -25 0 -50 50
0 0 -25 0 0 25 -50 25
*Vampire Prime L 2 3 3 3 3 3
Ice Bat S 2 2 4 2 2 4 0 -50 -25 0 0 25 0 25
-50 50 0 0 0 0 -50 50
Demivampire M 2 4 2 4 4 2 0 0 -25 0 0 25 -50 25
Flan family (1 line, 3 forms)
Mini Flan S 2 3 3 5 1 4 -50 50 0 0 0 0 0 0
25 -25 0 25 0 25 0 -25
Flan M 0 0 -50 0 50 0 0 0
3 3 3 5 1 3
*Flan Princess M 50 0 0 0 -50 0 0 0 0 -25 -25 -25 25 25 -25 25
Sharqual family (2 lines, 5 forms)
Sharqual M 1 4 2 2 4 4
0 25 -50 25 0 -25 25 0
Mega Sharqual L 4 4 1 2 3 4 25 0 -50 -25 50 0 0 0
*Bismarck XL 5 5 2 3 4 5 -25 -25 -25 100 0 25 50 50
Nightsqual M 2 4 1 2 4 4
25 0 -50 0 25 0 -25 25 0 25 -50 25 0 -25 25 0
Mega Nightsqual L 4 4 2 1 3 4
Sea Snake family (2 lines, 4 forms)
Sea Snake M 2 1 4 4 5 3 0 0 -50 0 50 0 0 0 0 -25 0 0 -25 0 0 25
**Leviathan XL 5 3 3 5 5 4 25 0 -150 0 150 0 -25 0 -25 50 25 -25 75 25 -25 50
Sea Serpent M 2 1 4 4 5 3 0 0 -50 0 50 0 0 0 -50 25 25 -50 -50 25 25 25
*Elasmos L 2 1 4 4 4 2 0 -100 50 50 50 0 0 0 0 -50 0 0 0 0 0 25
Adamantoise family (2 lines, 3 forms)
Minimantoise S 1 1 2 5 5 3 25 -25 -25 0 25 0 0 0 25 0 -50 -25 -25 25 0 25
*Adamantoise XL 5 3 2 5 5 1 25 -100 25 25 25 25 0 -25 50 25 -25 -25 -25 50 50 50
Flammantoise S 1 3 2 4 5 3 75 -50 -50 0 -50 75 0 0 25 0 -25 -25 -25 0 0 25
Dragon family (2 lines, 4 forms)
Spark Dragon M 2 2 4 4 2 3 0 0 100 -50 0 -50 0 0
25 -25 -25 0 0 0 25 0
Red Dragon L 4 4 2 4 2 2 100 -50 0 0 -50 0 0 0
*Mist Dragon M 2 3 4 4 2 3 0 0 0 -50 50 0 0 0
25 -25 25 25 0 25 25 -50
*Holy Dragon L 4 4 1 4 2 2 0 0 0 0 0 0 50 -50
Bomb family (1 line, 3 forms)
Bombino S 4 4 3 1 1 5
50 25 0 0 -75 0 0 0
Bomb M 2 5 3 2 3 3 25 -25 0 25 25 -25 25 -25
King Bomb L 3 5 4 3 2 2 200 25 0 0 -75 0 0 0
Phoenix
Phoenix L 3 2 1 4 4 3 50 0 0 0 -50 0 25 -25 -25 0 -25 -25 0 0 -25 50
Toad family (2 lines, 3 forms)
Water Toad S 2 3 3 2 4 3 0 -25 -50 0 50 0 0 25 25 25 -25 0 25 0 0 -25
Lucky Toad S 2 3 3 3 4 3 25 25 25 25 25 25 -175 25 25 25 -100 25 -25 25 25 0
Wind Toad S 1 3 3 3 4 3 0 -75 0 50 25 0 0 0 25 25 -25 0 25 0 0 -25
Manticore family (2 lines, 4 forms)
Manticore S 2 2 3 2 4 5 25 0 0 0 -50 25 0 0 25 0 0 0 -50 25 0 0
*Sphinx L 5 1 3 1 4 4 25 0 0 0 -50 25 25 -25 25 50 -25 0 -50 0 0 0
Sandicore S 4 1 1 4 4 4 50 25 -25 -25 -25 0 -50 25
25 0 0 -25 -50 50 0 0
Memecoleous L 5 1 1 4 4 2 25 50 -25 0 -50 0 0 0
Sand Worm family (2 lines, 2 forms)
Sand Worm L 4 2 2 4 5 1 0 -25 25 -25 -50 75 0 0
25 0 0 0 -25 25 25 -25
Sea Worm L 4 3 3 3 3 2 25 0 -100 0 75 0 0 0
Magitek family (3 lines, 7 forms)
Searcher S 1 2 5 1 3 5
0 0 0 0 0 0 0 0
Magitek Amor L 3 2 5 2 4 1 25 25 -50 25 -50 25 0 0
Death Machine L 2 5 2 5 2 1 0 -25 0 0 -25 0 0 25
Security Eye S 2 2 4 1 5 4
Magitek Amor A L 3 2 4 2 4 2 0 25 -25 25 -25 0 0 0 0 0 0 0 0 0 0 0
*War Machine L 3 4 2 4 2 3
Death Searcher S 1 2 5 2 5 4 25 25 -50 25 -50 25 0 0 -25 0 -25 0 0 0 0 25
Imp family (2 lines, 3 forms)
Imp S 2 2 4 2 4 4 50 0 0 0 -50 0 -50 0 -25 50 25 -25 0 0 -25 0
**Diabolos XL 5 2 5 2 5 5 -50 0 100 0 25 25 0 50
0 0 0 0 0 0 -50 50
Garchimacera S 2 2 4 5 1 4 -75 0 25 -25 25 100 0 -25
Minotaur family (2 lines, 4 forms)
Brothertaur M
0 0 0 -50 0 50 50 -50
Minotaur L 4 4 1 4 3 2
25 -25 0 -25 50 50 25 -50
Sistertaur M 50 0 0 -50 -50 50 -25 25
*Asterius L 4 4 2 4 3 1 0 0 25 -50 -25 75 0 -25
Gilgamesh
Gilgamesh M 5 5 4 1 2 3 0 0 0 0 0 0 0 0 0 -25 -25 25 0 25 0 0
Unicorn family (2 lines, 3 forms)
Unicorn M 1 4 2 2 4 4 0 0 -25 0 25 0 50 -50 -50 25 25 -25 25 25 -25 0
**Odin XL 5 5 3 3 2 5 0 0 -100 0 0 0 50 50 -25 50 50 -25 100 -25 -25 50
Nightmare M 1 4 2 2 5 4 0 0 0 0 0 0 -50 50 -50 -25 100 -25 -50 0 0 25
Kraken family (2 lines, 5 forms)
Mindflayer M 2 2 5 2 4 3 -50 0 -50 0 50 0 0 50 0 25 25 -25 25 0 0 -25
*Kraken L 4 4 4 1 4 1 25 0 -75 0 75 0 -50 25 25 0 0 0 0 0 -25 0
**Ultros L 5 2 2 4 2 2 -50 0 0 0 50 0 0 0 -25 -25 0 50 0 0 0 0
Squidraken M 2 2 5 2 4 3 0 25 25 -25 25 0 0 -25
-50 50 0 0 0 0 0 0
*Cenchos L 4 4 4 1 4 1 25 0 0 0 0 0 -25 0
Titan family (2 lines, 3 forms)
*Titan L 4 3 4 3 3 1 0 0 0 -50 0 75 0 -25
**Maduin L 5 1 4 2 4 1 25 25 25 0 0 -25 0 -50 0 0 0 -25 -50 25 50 0
*Iron Muscles L 4 3 4 3 3 1 0 0 0 0 0 0 0 0
Roader family (3 lines, 3 forms)
Magna Roader (Purple) L 3 3 3 2 2 4 50 -50 0 0 0 0 0 0
Magna Roader (Yellow) L 3 3 3 2 3 4 -50 0 0 0 50 0 0 0 0 -25 25 25 0 -50 25 0
Magna Roader (Red) L 2 3 3 3 3 5 50 -50 50 0 -50 0 0 0
Entom family (2 lines, 5 forms)
Entom Guard M 5 1 2 5 4 1 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25
*Omega L 4 3 4 3 3 1 25 25 -100 25 -50 25 25 25 25 0 0 25 0 -25 25 25
Entom Soldier M 5 1 2 5 4 1 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25
*Omega Bane L 4 3 4 3 3 1 25 25 -100 25 -50 25 25 25 25 0 0 25 0 -25 25 25
*Elite Entom L 5 2 2 4 4 1 25 25 -50 25 -50 25 0 0 25 0 0 0 0 -25 0 25
Ultima Weapon
Ultima Weapon XL 5 5 4 1 3 3 0 0 0 0 0 0 0 0 100 25 -25 -25 25 25 -25 50
Einhnder
Einhnder L 3 4 4 2 2 3 25 25 -50 25 -50 25 0 0 0 0 0 0 0 0 0 0
Unique mirages
XG XL 5 5 3 3 3 4 0 0 0 0 0 0 0 0 0 50 50 50 0 -100 50 50
Omega God XL 5 3 5 5 3 2 25 0 -25 25 -25 0 -50 50 25 25 25 25 25 25 0 25
Ifrit L 4 5 4 2 2 2 100 -50 0 0 -50 0 0 0 0 25 0 0 0 -25 0 0
Shiva L 3 2 5 3 2 3 -50 100 0 50 0 0 0 -100 0 0 25 0 0 0 -25 0
Ramuh L 2 1 5 3 3 4 0 0 100 0 50 -100 0 -50 0 0 0 0 -25 0 25 0
Leviathan XL 5 3 3 5 5 4 50 50 -150 0 150 0 -50 -50 0 25 25 0 50 25 25 25
Bahamut XL 5 5 5 5 4 3 25 25 25 25 25 25 -150 25 0 50 50 0 100 -25 -25 25
Odin XL 5 5 3 4 3 5 25 25 -200 25 25 0 50 50 -25 50 50 -25 100 -25 -25 50
Diabolos XL 5 2 5 2 5 5 0 0 0 0 0 0 -100 100 -50 0 100 0 25 25 0 50
Master Moogle S 4 3 3 3 2 3 125 50 0 0 -100 0 0 0 0 0 0 0 0 0 0 0
Master Cactuar S 1 3 3 3 3 5 -100 125 0 50 0 0 0 0 0 25 25 25 0 25 -50 -25
Master Tonberry M 1 2 2 4 4 4 0 0 125 0 50 -100 0 0 25 -25 0 25 0 25 0 -25
Mecha Chocobo L 4 4 1 4 3 2 -50 25 -75 25 0 25 25 25 0 0 25 0 25 -25 25 -25
Ifreeta L 3 4 5 1 2 3 100 -50 0 0 -50 25 0 -25 0 25 0 0 0 -25 0 0
Shivalry L 4 4 4 3 1 2 -100 100 -25 50 25 -25 25 -50 0 0 25 0 0 0 -25 0
Ramewl L 3 2 4 3 1 5 -25 25 100 25 50 -75 -25 -75 0 0 0 0 -25 0 25 0
Quacho Queen L 4 2 2 1 5 4
Miney S 0 25 -50 25 50 -25 25 -25 -25 -25 0 25 25 25 25 -25
3 2 2 2 5 4
Mo S
Princess Goblin M 2 3 3 3 3 3 25 -25 25 -25 -25 25 -25 25 -25 -25 0 25 25 -25 25 0
Ultros L 5 2 2 5 3 2 -50 0 -25 0 50 25 -25 25 -25 0 50 0 0 0 0 0
Undead Princess L 3 3 4 2 4 1 -50 0 25 -25 0 25 -25 50 0 -25 -25 0 -25 25 -50 50
References (Continued)
Imprisming
Dierent mirages have dierent imprism requirements. You can obtain the requirement by using Libra when you
encounter them (or just use the encounter tables that I provide). Two conditions are once per battle, but otherwise
you can improve the imprism chance by doing the action more than once. If you're thorough about collecting
mirages, you may well find that you're overlevelled for a given area and that you tend to kill your targets instead of
capturing them. If the target mirage can be captured after some kind of physical attack (including reducing HP and
doing a lot of damage at once), the Subdue ability can be invaluable. If the target requires an elemental attack, your
best bet is to use low damage items. Failing all else, you can unstack to reduce the power of your attacks.
Stacked enemies cannot be imprismed. You will need to topple the stack first. The Sylph mirage gives you early
access to the Tickle ability, stacks using Right Claw should have access to Throw while stacks using Fenrir should
have access to Lunge. All three are good for bringing down enemy stacks.
Certain mirages will escape at the first opportunity or when you fail an imprism attempt. Annoyingly, they tend to
be the ones most rarely encountered. To prevent your target escaping, you'll need to be using a mirage with the No
Escape ability. Right Claw is probably your best choice since you won't acquire a Vampire Prime until quite late
and Mimics have the annoying habit of killing your targets with a counterattack.
Abilities
The following table details all the combat abilities in the game. If the "Mirages" column is empty, the ability requires
you to stack certain mirages together. When planning your builds, pay attention to the AP cost. I find that abilities
costing 8 AP or more are simply too awesome to use, since you'll then be limited to basic attacks for several turns
or will have burn through your ether supply. I find abilities where the target is "Random" to be pretty much useless
- generally, you want to focus on taking down a single enemy at a time or all at once and random damage does not
help either of those goals.
Most abilities are shared by all mirages in a given line. Abilities that are not shared are marked either by '*' before
the ability name (never shared) or by a '*' before the name of the mirage in the Mirages column (not shared in that
particular line).
Elemental abilities "stack". If Lann has a mirage with the Fire ability and also has the Fire mirajewel equipped, Lann
will also be able to cast Fira. Fira+Fira = Firaga and Firaga+Firaga = Firaja. Stacking for light magic is a little
dierent, going Banish, Banishra, Holy, Ultima. Ultima, of course, is far too awesome to actually use.
Ailment Regen Bestows regen when aicted by a status ailment Passive - - Nut Eater, *Holy Dragon
Ensure the initial action of a preemptive strike will
Ambush Passive - - *Mega NIghtsqual, Minotaur
result in a crtical
Raises critical chance when attacking a poisoned
Anaphalaxis Passive - - Manticore
target
*Anti-Magic
Lessens the magical damage taken Passive - - Magitek Armor A
Coating
Gradually raises resistance to all ailments each time
Antibodies one is Passive - - Sea Serpent
incurred
*Aqua Spikes Sometimes counter with water when hit Passive - - Leviathan, Leviathan
*Arcane Enter counterstance and retaliate against magical
Self - 3 Mimic
Counterstance attacks
Arenaceous Body Gives a chance of nullifying damage Passive - - Sandicore
Revive KO'd allies and restore a moderate amount of
Arise All - 7
HP
Inflict neutral physical damage / defense down
*Armor Piercer Single Medium 6 Mimic, Mimic Jackpot
Bypasses defense
Raises all Damage dealt during the first two turns of
Assault Passive - - Cerberus, Black Nakk, Sharqual, Death Machine
combat
Atomic Impact Inflict physical dark damage All High 15 Omega God
Auspicious Theme Bestow evasion up / accuracy up All - 5 Lucky Toad
Auto-Phoenix Automatically use phoenix down when ally is KO'd Passive - - Diva Serafie, Princess Goblin, Princess Goblin
Automatically use a potion when HP falls below a
Auto-Potion Passive - - Goblin, Kupicaroon
threshold
Auto-Protect Continually bestows protect Passive - - *Adamantoise
Dark Converter Restore AP upon taking dark damage Passive - - Undead Princess, Undead Princess
*Dark Mysteries Inflict magical dark damage Single - 7 Vampire Prime
Mordskull, Mimic, Mimic Jackpot, Death
Death Inflict death Single - 8
Searcher
*Death Beak Inflict neutral damage / poison / death Single Medium 3 Cockatrice
*Deep Freeze Inflict magical ice damage / evasion down Single Medium 11 Shivalry, Shivalry
*Destroyer Gain berserk / haste Self - 2 Omega, Omega Bane
*Diamond Dust Inflict magical ice damage All - 11 Shiva, Shivver, Shiva
Dispel Remove positive status eects Single - 4 Holy Dragon
*Dispel Counter Allows one to sometimes counter with Dispel Passive - - Ultros
Dispelga Remove positive status eects All - 6 Bahamut
Automatically KO a target when the countdown runs
*Doom Single - 5 Memecoleous
out
*Double Attack Inflict neutral physical damage. Hits twice Single Medium 4 Dualizard, Bihydra
*Double Cut Inflict neutral physical damage. Hits four times Single Medium 5 Odin, Odin
Copper Gnome, Golem Head, Brothertaur, Iron
Double Smash Inflict neutral physical damage. Hits twice Random Medium 4
Muscles
Drain Use dark power to absorb HP Single - 4 Kuza Kit, Ice Bat
*Draining Claw Inflict physical dark damage and absorb HP Single Medium 3 Left Claw
Allows some of the damage dealt by "Attack" to be
*Draintouch absorbed Passive - - Vampire Prime
as HP
*Dread Gaze Inflict neutral magical damage / confusion / death Single - 8 Undead Princess, Undead Princess
Dread Spikes Allows one to sometimes counter with Drain Passive - - Demivampire
Earthquake Inflict magical earth damage All - 6 Sand Worm, Elite Entom
*Eclipse Bite Inflict physical dark damage. High critical chance Single Medium 8 Elefenrir
*Element Absorber When hit, sometimes absorbs elemental damage Passive - - Skull Eater
Enaero Inflict physical wind damage SIngle Medium 6
Enblizzard Inflict physical ice damage SIngle Medium 6
Endless Blessings Increases positive status duration Passive - - Siren, Water Toad
*Malboro Menace, *Ahriman, Mind Flayer,
Endless Nightmare Increases duration of ailments one inflicts Passive - -
*Squidraken
*Energy Ray Inflict neutral magical damage All - 10 Valefor, Nirvalefor
Enfire Inflict physical fire damage SIngle Medium 6
Enhanced Attack Raises damage done by the "Attack" command Passive - - Ultima Weapon, Bahamut
*Skull Eater, *Nut Eater, Elefenrir, Baby Tonberry,
Tonberry King, Mega Sharqual, Ultima Weapon,
Enhanced Criticals Raises critical damage Passive - -
Bahamut,
Master Tonberry
Sylph, Moogle, Quacho Queen, *Unicorn,
Enhanced Cure Improves eectiveness of HP recovery Passive - - Quacho Queen
Fira Inflict magical fire damage Single - 5 Buer, Arite, Gleed, Red Dragon, King Bomb,
Phoenix, Ifrit
*Ice Beam Inflict magical ice damage Single - 6 Magitek Armor, Magitek Armor A
Ice Converter Restores AP on taking ice damage Passive - - Mishiva, Shivverina, Shiva, Shivalry
Ice Spikes Sometimes counter with ice when hit Passive - - Shiva, Shiva
Bablizz, *Fenrir, Cerberus, Quachacho, Shiva,
Ice Storm Inflict magical ice damage All - 5
Shivalry
*Impact Claw Inflict neutral physical damage Single High 3 Left Claw
Inflict neutral physical damage / poison / magic
*Incisors SIngle Medium 5 Skull Eater, Nut Eater
defense down
*Induration Sometimes bestows defense up on taking a hit Passive - - Copper Gnome, Quachacho
*Invincible Sometimes nullifies damage Passive - - Iron Giant
*Initial AP Hike Restores AP at the start of battle Passive - - Malboro Menace
*Initiative Sometimes gain haste at start of battle Passive - - Hyperion
*Jet Fire Inflict magical wind damage All - 10 Tiamat
Tamamohim, Kyubi, Chocobo, Mecha
Chocobo, Malboro,
Malboro Menace, Fenrir, Elefenrir, Behemoth,
Kuza Beast,
Right Claw, Flan, Sharqual, NIghtsqual, Magitek
*Joyride Serve as a mode of transport Support - - Armor,
Magitek Armor A, Magna Roader (Purple),
Magna Roader (Yellow), Magna Roader (Red),
Omega,
Omega Bane, Mecha Chocobo
*Judgement Bolt Inflict magical thunder damage All - 11 Ramuh, Rairamuh, Ramuh
KERS Recover AP and remove all status eects Self - 0 Magna Roader (Red)
Kishin Inflict physical dark damage Single High 15 XG
*Knife Inflict neutral physical damage. Bypasses defense Single Medium 4 Tonberry, Paleberry
Inflict neutral physical damage / berserk. Hits multiple
Kuparrr! Random Medium 4 Kupicaroon
times
Lambaste Inflict neutral physical damage. Hits multiple times Random Medium 3 Gilgamesh
Behemonster, *Magic Pot, Bomb, Magna
Last Stand Once per battle, prevents HP from dropping to 0 Passive - -
Roader (Yellow)
*Leaf Dagger Inflict physical wind damage / poison Single Low 3 Mandragora, Korrigan
Leech Use dark power to absorb HP Single - 3 Werebat
Left Claw Inflict neutral physical damage. Hits twice Single Low 4 Left Claw
Leg Sweep Inflict neutral physical damage Single High 3 Gilgamesh
*Lethean Gaze Inflict neutral magical damage / oblivion Single - 4 Blood Eye
Lethean Punch Inflict neutral physical damage / oblivion Single Medium 4 Reaver Mu
Tama, Yurugu, Mu, Moogle, Magic Pot,
Libra View info about target Single - 1 *Searcher,
*Security Eye
Light Converter Restores AP on taking light damage Passive - - Paleberry King
Lullaby Inflict sleep All - 7 Siren, Wind Toad
Inflict neutral physical damage. Destablizes wielder's Very
Lunge Single 5
stack High
Mage Masher Inflict physical fire damage / magic down Single Low 3 Ghidra
Magic Counter Allows magical attacks sometimes to be countered Passive - - Kuza Kit, Iron Muscles
Magitek Beam+ Inflict neutral magical damage Single - 8
Magitek Circuitry Raises magical damage Passive - - Magitek Armor
Mana's Paean Bestow magic up All - 4 Wind Toad
Inflict neutral magical damage.
Megaflare All - All Bahamut
Power increases as the wielder's HP decreases
When hit when HP is 10% or less, causes on to self-
*Meltdown destruct and Passive - - Omega, Omega Bane
harm allies
*Metal Cutter Inflict neutral physical damage SIngle High 3 Magitek Armor A
*Metal Salvo Inflict neutral physical damage Single High 4 Mecha Chocobo, Mecha Chocobo
Metalliskull, Iron Muscles, Entom Guard, Entom
Metallic Body Lessens all damage taken Passive - - Soldier,
Elite Entom
*Meteor Enter counterstance and use Meteor to retaliate
Self - 6 Behemonster
Counterstance against attacks
Mightiest of Swords Attack with the mightiest of swords Single - 4 Gilgamesh
*Mighty Guard Gain protect / shell Self - 2 Iron Giant
*Mind Blast Inflict neutral magical damage / confusion / oblivion Single - 4 Mind Flayer, Squidraken
*Mind Madrigal Bestow magic defense up All - 5 Water Toad
*Miraculous Drill Inflict neutral physical damage Single High 6 Mimic Queen
Very
Misdirection Inflict neutral physical damage Single 6
High
*Missile Inflict neutral magical damage Single - 4 Omega, Omega Bane
Moon Flute Inflict berserk All - 4 Garchimacera
Needle Thrift Reduce AP cost of all needle attacks by 1 Passive - - Cactuar, Gigantuar, Master Cactuar
*Nightmare Inflict sleep All - 4 Diabolos, Diabolos
*Nightmaretouch Causes the "Attack" command to inflict sleep Passive - - Diabolos, Diabolos
Nightmarish Lore Raises damage when attacking a sleeping target Passive - - Diabolos, Nightmare, Diabolos
Right Claw, Mimic, Mimic Jackpot, Vampire
No Escape Completely prevents enemies from escaping Passive - -
Prime
*Octentacle Inflict neutral physical damage; hits 8 times Random - 8 Ultros, Ultros
*Ode of Oblivion Inflict oblivion All - 4 Water Toad
Mecha Chocobo, Omega Bane, Mecha
*Overclock Accuracy up while berserk; HP drains Passive - - Chocobo
*Overheat Upon taking fire damage, sometimes bestows berserk Passive - - Entom Guard, Entom Soldier, Elite Entom
Pattern Analysis When hit, sometimes bestows evasion up on all allies Passive - - Searcher, Einhnder
Perfect Dodge Enter counterstance and evade physical attacks Self - 3 Master Cactuar
Inflict magical dark damage.
*Petty Grudge Single - 3 Baby Tonberry, Baby Paleberry
Power increases relative to damage accrued
*Phaeosynthesis Raises the amount of AP restored each turn Passive - - Korrigan
Serafie, Red Captain, Kupirate, Tonberry,
Pharmacology Improves eectiveness of healing items Passive - - Memecoleous,
Imp, Master Tonberry
Photosynthesis Sometimes bestows regen at start of battle Passive - - Mandragora, Gigantuar, Gigantrot
Point Deflector Completely nullifies damage up to three times Passive - - Omega God
Poison Bite Inflict neutral physical damage / poison Single Medium 4 Kyubi, *Dualizard, *Bihydra
*Poison Counter When hit, sometimes inflicts poison on the assailant Passive - - Adamantoise
Poison Nails Inflict neutral physical damage / poison Single Medium 3 Right Claw, Imp, Diabolos
Poisontouch "Attack" command has a chance of inflicting poison Passive - - Mandragora, Lead Gnome, White Nakk
*Possession Rush Inflict neutral physical damage / confusion Single High 8 Undead Princess, Undead Princess
*Pressure Inflict magical earth damage All Medium 4 Adamantoise
*Princess's Charm Inflict neutral physical damage / blindness Single Medium 7 Princess Goblin, Princess Goblin
Goblin Guard, Copper Gnome, Chrome Giant,
Mimic,
Protect Lessen physical damage taken Single - 2 Minimantoise, Minotaur, Gilgamesh, Princess
Goblin
*Pulverizing Blow Inflict neutral physical damage / doom Single Medium 6 Entom Soldier, Elite Entom
Mu, Fritt, Weeglee, *Vampire, *Demivampire,
Punch Inflict neutral physical damage Single Medium 3 Ifrit,
Ifreeta
*Putrid Breath Inflict various status ailments / negative status eects Single - 11 Malboro Menace
*Quake Inflict magical earth damage All Medium 10 Mordskull
*Quicksand Inflict magical earth damage / slow Single - 4 Mordskull, Sand Worm
Allows physical attacks to sometimes be countered.
*Rage Bomber Passive - - Quacho, Miney, Mo
The lower one's HP, the stronger the blow
Raigeki Inflict physical thunder damage Single Medium 4 XG
Tamamohim, Chocobo, Princess Goblin,
Raise All - 4 Phoenix,
Revive KO'd allies
Princess Goblin
Rake Inflict neutral physical damage Single Medium 3 Ahriman
*Ram Inflict neutral physical damage Single Medium 3 Chocochick, Black Chocochick, Korrigan
Metalliskull, Entom Soldier, Elite Entom,
Random Shock Inflict magical thunder damage. Hits multiple times Random - 4
Einhnder
*Reaper Inflict magical water damage All - 4 Leviathan, Leviathan
Undead Princess, Death Searcher, Undead
Reaper Lore Restores a little HP whenever someone is KO'd Passive - - Princess
*Shocking Breath Inflict magical thunder damage. Scales to HP All - 7 Spark Dragon
Inflict magical wind damage / oblivion
*Silent Voice All - 9 Siren, Diva Serafie
*Water Harmony Inflict magical water damage. Hits multiple times Random - 4 Kupirate
Water Golem, Quacho, Tonberry King, Mega
Sharqual,
Mega NIghtsqual, Sea Serpent, Kraken,
Watera Inflict magical water damage Single - 5 Cenchos,
Leviathan, Master Tonberry, Quacho Queen,
Miney, Mo,
Ultros
Quacho Queen, Elasmos, Sea Worm, Quacho
*Waterga Inflict magical water damage Single - 7 Queen
References (Continued)
Mirajewels
The table below lists all mirajewels available in the game. Most are obtained from by leveling up mirages, with a
handful of unique ones found in chests. An <Element> Resistance+ mirajewel increases resistance by 25. A Resist
<Ailment> mirajewel gives complete immunity to that ailment. The All Resistances+ mirajewel sounds great but
gives a 25% multiplier to your resistances so that, for example, 25 increases to 30 rather than 50. You should try to
unlock the following mirajewels as soon as possible: Cure, Dispel, Faith and Resist Confusion along with the ones
that reinforce your chosen elemental abilities.
You can only have a maximum of 99 mirajewels at any one time. When going for Legendary Caretaker, this will
become a problem. You can discard a mirajewel using the square button.
Name Location
Abyss Ultros mirage board
Chocobo mirage board
Accuracy+
Gigantrot mirage board
Accuracy++ Ghidra mirage board
Aero Golem Head mirage board
Aeroga Diva Serafie mirage board
Valefor mirage board
Aerora
Wind Toad mirage board
Chest in The Train Graveyard
Agility+
Hyperion mirage board
Agility++ Chest in area 2, Ex Dungeon C
All Resistances+ Tamamohim mirage board
Arise Chest in area 3, Ex Dungeon B
Balance Flammantoise mirage board
Balancega Siren mirage board
Banish Gilgamesh mirage board
Banishra Paleberry mirage board
Berserk Garchimacera mirage board
Bio Malboro Menace mirage board
Blizzaga Demivampire mirage board
Blizzara Mishiva mirage board
Blizzard Quachacho mirage board
Bravery War Machine mirage board
Ability Seeds
Ability seeds are used to fill in blank slots on your mirage boards. As with mirajewels, an <Element> Resistance+
seed increases resistance by 25 while a Resist <Ailment> seed gives complete immunity to that ailment. Most
seeds are obtained through sidequests and Colosseum bouts with a few found in chests. You can also buy them
Chocolatte, whose stock starts out small but expands as the game progresses, and from the Girl's Tearoom where
you can exchange Arma Gems for ability seeds after buying all Champion Medals and doing all Intervention
Quests.
Ability Location
Townsperson quest Taking Trouble by the Horns
Abyss
Girl's Tearoom (4 Arma Gems)
Townsperson quest A Dancer's Dilemma
Accuracy+ Colosseum bout Tonberry Tribe 1
Girl's Tearoom (2 Arma Gems)
Colosseum bout Tonberry Tribe 2
Accuracy++
Girl's Tearoom (4 Arma Gems)
Chest in the Windswept Mire
Aero
Chocolatte (3000 gil)
Colosseum bout Guardians of Earth & Wind
Aeroga
Chocolatte (50000 gil)
Townsperson quest Taking Care of Bizzy-izzyness I
Aerora Colosseum bout Golem Destroyer
Chocolatte (20000 gil)
Chest in Valley Seven
Colosseum bout FF Classics 1
Agility+
Girl's Tearoom (2 Arma Gems)
- Ywain
- Soul Beneath the Armor
- Ywain's Role - King of Bahamut - Soul Beneath the Armor
Masked - Sphere of Influence Plumed - An Unstable Copy
- The Unlucky Carbuncle Brandelis
Woman - A Past Century, A Century's Knight - Ultimate Forms
- The Exnine Knights Passing - Pecking Order
- The Exnine Knights
- Daughter of Saronia
- She's a Kitty?! - In League
- Sherlotta's Friend and
- The Grymoirian Sherlotta - Her Sworn Enemy
Refia Ward Sherlotta - Inseparable Souls Faris - Fighting Friends
- Sherlotta's Secret - Leviathan
- Why a White Mage?
- Overprotective? - The Grymoirian Faris
- A Cunning Strategist
- She's There When You Need Her
- SeeD's Leader - Marine Treasure Hunter
- Tifa's Dream
- Fashion Savvy
Quistis - The Wiser Choice Rikku Tifa - Ready to Wrangle
- Gullwings Wanted!
- A Childhood Friend
- Squall's Influence? - Trejjie-Wejjie, La La La La La!
- The Mysterious Master
- Bad Memories
- Growing Up
- Toad-Cursed
- Fighting Fire - Reading Into the Outfit
- Flandemonium!
Rydia Snow Lightning - Careless?
- Her Mother's Familiar - Is Lightning Snow's Sister?
- Watch and Learn
- Not a Summoner?
- Prismarium Prison Breaks
- An Eye for the Ladies
- The Desert Castle
- Figaro Castle, Midgar and - SeeD
- The League of S
the Captain of the - Master of Disguise
Edgar Squall - The League's Troubled History
Guard - Vivi's Vindication
Underground Prison - SeeD's Headquarters
- Leadership Material
- Eidolons as Living
Structures
- Familiar
- Countertek
- FInding His Identity - Kindergarten Summoner
- The Tsviets - The Keys' Hidden Purpose
Shelke Vivi Eiko - Fond Friends
- Emotionally Detached - The Black Mages
- Friend of Figaro - The Fenrir Primes
- Blitzball
- Esper Protector
- Athletic Abilities O the - Enslaved - A Series Regular
Chart - Not a Summoner - Lord of Locomotion
Cactuar
Tidus Terra - Terra's Birthright
- Tidus and Shantotto Conductor - Peachy Keen
- Cogna vs. Machine
- Just a Really Nice Guy - The Magitek Armor and
Maduin
- Darling Dynamo
- A Series Regular
- Shiva's Biggest Headache
Shivalry Ramuh - Bald, or Bold? Ramewl - Not Exactly Eloquent
- Not Technically a Villain
- The Nether Nebula: Part 3
- A Series Regular
- A Series Regular - A Series Regular
Leviathan - Capricious Queen Bahamut - Tiababylo Odin - Battle Addict
- Not Fond of Bismarck - Brandelis's Name
Walkthroughs and strategies are my own original work and taken from my own playthrough.
Corrections and clarifications are welcomed. Please contact me at c.c.williams at hotmail dot com.
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